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A bidimensional data structure and spatial optimization for supermassive crowd simulation on GPU.

, , , , , , and . Comput. Entertain., 7 (4): 60:1-60:15 (2009)

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Programming in CUDA for Kepler and Maxwell Architecture., and . RITA, 22 (2): 233-257 (2015)An Architecture with Automatic Load Balancing and Distribution for Digital Games., , , , , , and . SBGames, page 59-70. IEEE Computer Society, (2010)A Distributed Architecture for Mobile Digital Games Based on Cloud Computing., , , , , , and . SBGames, page 79-88. IEEE Computer Society, (2011)Automatic Dynamic Task Distribution between CPU and GPU for Real-Time Systems., , , , , , , , , and . CSE, page 48-55. IEEE Computer Society, (2008)Sound Wave Propagation Applied in Games., , , , , , and . SBGames, page 211-219. IEEE Computer Society, (2010)A probabilistic cellular automata model for highway traffic simulation., , , , , , and . ICCS, volume 1 of Procedia Computer Science, page 337-345. Elsevier, (2010)A Novel Cellular Automaton Model for Traffic Freeway Simulation., , and . ACRI, volume 7495 of Lecture Notes in Computer Science, page 524-533. Springer, (2012)A Neighborhood Grid Data Structure for Massive 3D Crowd Simulation on GPU., , , , , and . SBGames, page 121-131. IEEE Computer Society, (2009)An adaptative game loop architecture with automatic distribution of tasks between CPU and GPU., , , , , , , , and . Comput. Entertain., 7 (4): 50:1-50:15 (2009)A bidimensional data structure and spatial optimization for supermassive crowd simulation on GPU., , , , , , and . Comput. Entertain., 7 (4): 60:1-60:15 (2009)