Fast Simulation of Crowd Collision Avoidance
John Charlton, Luis Rene Montana Gonzalez, Steve Maddock, Paul, Richmond

TL;DR
This paper presents a GPU-based implementation of the ORCA crowd simulation model, achieving up to 30 times faster performance and enabling real-time simulation of over 100,000 agents for large-scale crowd behavior analysis.
Contribution
It introduces a novel GPU-accelerated linear program solver and spatial partitioning techniques for crowd simulation, significantly improving performance over CPU methods.
Findings
Up to 30x performance improvement over CPU models
Real-time simulation of over 100,000 agents
Effective GPU-based linear program solver
Abstract
Real-time large-scale crowd simulations with realistic behavior, are important for many application areas. On CPUs, the ORCA pedestrian steering model is often used for agent-based pedestrian simulations. This paper introduces a technique for running the ORCA pedestrian steering model on the GPU. Performance improvements of up to 30 times greater than a multi-core CPU model are demonstrated. This improvement is achieved through a specialized linear program solver on the GPU and spatial partitioning of information sharing. This allows over 100,000 people to be simulated in real time (60 frames per second).
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
