<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1405-5546</journal-id>
<journal-title><![CDATA[Computación y Sistemas]]></journal-title>
<abbrev-journal-title><![CDATA[Comp. y Sist.]]></abbrev-journal-title>
<issn>1405-5546</issn>
<publisher>
<publisher-name><![CDATA[Instituto Politécnico Nacional, Centro de Investigación en Computación]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1405-55462014000400002</article-id>
<article-id pub-id-type="doi">10.13053/CyS-18-4-2060</article-id>
<title-group>
<article-title xml:lang="en"><![CDATA[Simulating and Visualizing Real-Time Crowds on GPU Clusters]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Hernández]]></surname>
<given-names><![CDATA[Benjamín]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Pérez]]></surname>
<given-names><![CDATA[Hugo]]></given-names>
</name>
<xref ref-type="aff" rid="A02"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Rudomin]]></surname>
<given-names><![CDATA[Isaac]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Ruiz]]></surname>
<given-names><![CDATA[Sergio]]></given-names>
</name>
<xref ref-type="aff" rid="A03"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[de Gyves]]></surname>
<given-names><![CDATA[Oriam]]></given-names>
</name>
<xref ref-type="aff" rid="A04"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Toledo]]></surname>
<given-names><![CDATA[Leonel]]></given-names>
</name>
<xref ref-type="aff" rid="A04"/>
</contrib>
</contrib-group>
<aff id="A01">
<institution><![CDATA[,Barcelona Supercomputing Center  ]]></institution>
<addr-line><![CDATA[Barcelona ]]></addr-line>
<country>España</country>
</aff>
<aff id="A02">
<institution><![CDATA[,Universitat Politecnica de Catalunya  ]]></institution>
<addr-line><![CDATA[Barcelona ]]></addr-line>
<country>España</country>
</aff>
<aff id="A03">
<institution><![CDATA[,Instituto Tecnológico y de Estudios Superiores de Monterrey  ]]></institution>
<addr-line><![CDATA[México Distrito Federal]]></addr-line>
<country>México</country>
</aff>
<aff id="A04">
<institution><![CDATA[,Instituto Tecnológico y de Estudios Superiores de Monterrey  ]]></institution>
<addr-line><![CDATA[Toluca Estado de México]]></addr-line>
<country>México</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2014</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2014</year>
</pub-date>
<volume>18</volume>
<numero>4</numero>
<fpage>651</fpage>
<lpage>664</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S1405-55462014000400002&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S1405-55462014000400002&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S1405-55462014000400002&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="en"><p><![CDATA[We present a set of algorithms for simulating and visualizing real-time crowds in GPU (Graphics Processing Units) clusters. First we present crowd simulation and rendering techniques that take advantage of single GPU machines. Then, using as an example a wandering crowd behavior simulation algorithm, we explain how this kind of algorithms can be extended for their use in GPU cluster environments. We also present a visualization architecture that renders the simulation results using detailed 3D virtual characters. This architecture is adaptable in order to support the Barcelona Supercomputing Center (BSC) infrastructure. The results show that our algorithms are scalable in different hardware platforms including embedded systems, desktop GPUs, and GPU clusters, in particular, the BSC's Minotauro cluster.]]></p></abstract>
<kwd-group>
<kwd lng="en"><![CDATA[Crowd simulation]]></kwd>
<kwd lng="en"><![CDATA[visualization]]></kwd>
<kwd lng="en"><![CDATA[HPC]]></kwd>
<kwd lng="en"><![CDATA[GPU-clusters]]></kwd>
<kwd lng="en"><![CDATA[real-time]]></kwd>
<kwd lng="en"><![CDATA[embedded systems]]></kwd>
</kwd-group>
</article-meta>
</front><body><![CDATA[  	    <p align="center"><font face="verdana" size="4"><b>Simulating and Visualizing Real&#45;Time Crowds on GPU Clusters</b></font></p>      <p align="center"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="center"><font face="verdana" size="2"><b>Benjam&iacute;n Hern&aacute;ndez<sup>1</sup>, Hugo P&eacute;rez<sup>1,2</sup>, Isaac Rudomin<sup>1</sup>, Sergio Ruiz<sup>3</sup>, Oriam de Gyves<sup>4</sup>, and Leonel Toledo<sup>4</sup></b></font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><sup><i>1</i></sup> <i>Barcelona Supercomputing Center, Barcelona, Spain.</i> <a href="mailto:benjamin.hernandez@bsc.es">benjamin.hernandez@bsc.es</a>, <a href="mailto:isaac.rudomin@bsc.es">isaac.rudomin@bsc.es</a></font></p>  	    <p align="justify"><font face="verdana" size="2"><sup><i>2</i></sup> <i>Universitat Polit&egrave;cnica de Catalunya, Barcelona, Spain.</i> <a href="mailto:hugo.perez@bsc.es">hugo.perez@bsc.es</a></font></p>  	    <p align="justify"><font face="verdana" size="2"><sup><i>3</i></sup> <i>Tecnol&oacute;gico de Monterrey, Campus Ciudad de M&eacute;xico, Mexico.</i> <a href="mailto:sergio.ruiz@itesm.mx">sergio.ruiz@itesm.mx</a></font></p>  	    <p align="justify"><font face="verdana" size="2"><sup><i>4</i></sup> <i>Tecnol&oacute;gico de Monterrey, Campus Estado de M&eacute;xico, Mexico. </i><a href="mailto:odegyves@itesm.mx">odegyves@itesm.mx</a>, <a href="mailto:ltoledo@itesm.mx">ltoledo@itesm.mx</a></font></p>      <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    ]]></body>
<body><![CDATA[<p align="justify"><font face="verdana" size="2">Article received on 23/06/2014.    <br> 	Accepted on 28/09/2014.</font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><b>Abstract</b></font></p>  	    <p align="justify"><font face="verdana" size="2">We present a set of algorithms for simulating and visualizing real&#45;time crowds in GPU (Graphics Processing Units) clusters. First we present crowd simulation and rendering techniques that take advantage of single GPU machines. Then, using as an example a wandering crowd behavior simulation algorithm, we explain how this kind of algorithms can be extended for their use in GPU cluster environments. We also present a visualization architecture that renders the simulation results using detailed 3D virtual characters. This architecture is adaptable in order to support the Barcelona Supercomputing Center (BSC) infrastructure. The results show that our algorithms are scalable in different hardware platforms including embedded systems, desktop GPUs, and GPU clusters, in particular, the BSC's Minotauro cluster.</font></p>  	    <p align="justify"><font face="verdana" size="2"><b>Keywords:</b> Crowd simulation, visualization, HPC, GPU&#45;clusters, real&#45;time, embedded systems.</font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><a href="/pdf/cys/v18n4/v18n4a2.pdf" target="_blank">DESCARGAR ART&Iacute;CULO EN FORMATO PDF</a></font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><b>References</b></font></p>  	    ]]></body>
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<ref-list>
<ref id="B1">
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