This project is prepared for the GPU course term project at METU, Ankara. Project have two modes, one is the expansion of ATI's Skin Animation Framework with more complex character physics and the other one has simple graphics with more characters simulation support. Characters' physics are calculated via fluid dynamics based particle simulation. System generates over 200x speedup with 16k characters.
Notice the different simulation times and simulation modes through the video. Simple mode does not calculate character-character physics, and grid mode is optimized. CPU and GPU versions are shown.
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Interesting. So with 2048 characters the performance was:
CPU, nbody (not optimized) - 3.1 fps
CPU, nbody grid (optimized) - 30fps
GPU, nbody (not optimized) - 16fps
GPU, nbody grid (optimized) - 18fps
I wouldve expected GPU acceleration to produce a drastic improvement over CPU - what CPU/GPU were used?
This might suggest that for a game like Shogun 2, GPU acceleration of the 20 000 soldiers might not be as good as proper quad core support
irR4tiOn4L 9 months ago 4
@irR4tiOn4L the bottleneck for the 'fps' values are not the simulation computation but the rendering time for the gpu simulation method(it is using skinned instanced rendering with dx10 stream-out for cascaded shadows). the 'crowd simulation' parts of the all frame time are given for the methods on screen.
cpu: amd phenom x4 965 BE @3.4GHz
gpu: is zotac 256bit gtx 460 @680MHz.
stromaster 9 months ago