A comparative study of massive flock simulations on the cpu and the gpu

dc.contributor.authorRunvik, Arvid
dc.contributor.authorKarlsson, Leo
dc.contributor.authorHallqvist, Elias
dc.contributor.authorLyrstrand, Oskar
dc.contributor.authorKraft, Jonathan
dc.contributor.departmentChalmers tekniska högskola / Institutionen för data och informationstekniksv
dc.contributor.examinerAhrendt, Wolfgang
dc.contributor.supervisorFratarcangeli, Marco
dc.date.accessioned2020-10-20T08:21:00Z
dc.date.available2020-10-20T08:21:00Z
dc.date.issued2019sv
dc.date.submitted2020
dc.description.abstractThis paper describes how large scale flocks can be simulated efficiently with modern computer graphics using parallelization techniques and spatial data structures. The results show that parallelism is essential in improving performance, both in CPU and GPU implementations. Best performance was achieved using CUDA, uniform grid, and batching which resulted in a simulation of two million agents at a frame rate of 30 frames per second. The simulation was extended with a graphical user interface, predators, colours and user interaction in order to create a simple game.sv
dc.identifier.coursecodeDATX02sv
dc.identifier.urihttps://hdl.handle.net/20.500.12380/301922
dc.language.isoengsv
dc.setspec.uppsokTechnology
dc.subjectCraig Reynoldssv
dc.subjectSimulationsv
dc.subjectFlocksv
dc.subjectHerdsv
dc.subjectSchoolsv
dc.subjectMultithreadingsv
dc.subjectParallelismsv
dc.subjectGPGPUsv
dc.subjectCUDAsv
dc.subjectTBBsv
dc.subjectAgentsv
dc.subjectSpatial Hashingsv
dc.titleA comparative study of massive flock simulations on the cpu and the gpusv
dc.type.degreeExamensarbete på kandidatnivåsv
dc.type.uppsokM2
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