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Improving the GPU-based Collision Check Procedure for Distributed Crowd Simulations

The computing capabilites of current Graphics Processor Units (GPUs) have been used by many distributed applications for performing general purpose computations. In particular, the capabilites of many-core GPUs have been used in crowd simulations not only for enhancing the crowd rendering, but also for performing collision check and even for simulating the whole crowd. Nevertheless, these applications can still significantly increase their throughput if the GPU capabilities are fully exploited. In this paper, we propose a new algorithm for GPU-based collision check in distributed crowd simulations. Unlike other collision check algorithms in the literature, the absence of both sorting procedures and atomic operations in the proposed method significantly reduces the computing workload of the collision check procedure, while keeping the crowd simulation consistent. The performance evaluation results show that the execution time required for the proposed method is significantly lower than previous methods based on sorting, increasing the crowd simulation throughput accordingly.