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GERÇEK ZAMANLI KALABALIK BENZETİMLERİNDE YENİ BİR DİZİNLEME VE POTANSİYEL ALAN SAKLAMA TEKNİĞİ

A NEW INDEXING AND POTENTIAL FIELD STORAGE TECHNIQUE FOR REAL-TIME CROWD SIMULATIONS

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Abstract (2. Language): 
In real-time crowd simulations, the complexity of indexing the virtual entities should be kept low at all times in order to maximize the simulation performance. In this paper, a novel indexing technique is proposed. The proposed system is based on the navigation graph that is already commonly used for path finding in the current virtual crowd simulations. By this way, the simulation does not need a separate data structure for indexing the virtual entities, and at the same time it performs faster than the traditional grid based simulations that have narrow and long corridors (such as urban environments). In addition, while indexing static obstacles, the proposed system compresses and embeds the static obstacle information into the graph structure thus requires less memory than the traditional systems. The performance is evaluated for both the proposed and the traditional grid based systems on a virtual city environment. As a result, it has been shown that the proposed system on average works 8% faster than the traditional grid based system and requires significantly less memory while indexing static obstacles.
Abstract (Original Language): 
Gerçek zamanlı kalabalık benzetimlerinde sanal girdilerin dizinlenerek konumsal sorguların karmaşıklığının düşürülmesi ve böylece benzetimin performansının her zaman olabilecek en yüksek seviyede tutulması gerekmektedir. Bu makalede geliştirilen yeni dizinleme yöntemi anlatılmaktadır. Geliştirilen sistem, yol bulma algoritması için literatürde kullanılan çizge veri yapısını kullanarak dizinleme gerçekleştirmektedir. Böylelikle, benzetimde dizinleme için ayrı bir veri yapısı kullanmaya gerek kalmayacağı gibi, uzun ve dar koridorlu (şehir ortamındaki kaldırımlar gibi) benzetim ortamlarında daha performanslı çalıştığı gösterilmektedir. Ayrıca geliştirilen sistem, sabit nesne konum bilgilerini çizge veri yapısının içerisine sıkıştırılarak gömmekte ve geleneksel yöntemlere kıyasla hafıza alanında oldukça yüksek kazanımlar sağlamaktadır. Geliştirilen sistemin geleneksel yöntemler ile performans açısından sınaması, sanal bir şehir ortamında gerçekleştirilmiştir. Sonuç olarak geliştirilen sistem, geleneksel ızgara tabanlı dizinlemeye göre %8 performans artışı sağlarken sabit nesnelerin dizinlenmesinde çok daha az hafıza alanına ihtiyaç duymaktadır.
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