Useful Context: For Computer Animation Algorithms and Tech class Mark Thill and I created this Results (update stage only): - 2^16 (65K): 47 fps; - 2^17 (131K): 29 fps; - 2^18 (262K): 14 fps; - 2^19 (524K): 6 fps.

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University of Pennsylvania CIS 565 - Project 1 This simulation applied Craig Reynolds' Results (update stage only): - 2^16 (65K): 47 fps; - 2^17 (131K): 29 fps; - 2^18 (262K): 14 fps; - 2^19 (524K): 6 fps. For Computer Animation Algorithms and Tech class Mark Thill and I created this

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  • For Computer Animation Algorithms and Tech class Mark Thill and I created this
  • University of Pennsylvania CIS 565 - Project 1 This simulation applied Craig Reynolds'
  • Results (update stage only): - 2^16 (65K): 47 fps; - 2^17 (131K): 29 fps; - 2^18 (262K): 14 fps; - 2^19 (524K): 6 fps.

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10000 Boids in XNA using CUDA

10000 Boids in XNA using CUDA

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CUDA Boids

CUDA Boids

University of Pennsylvania CIS 565 - Project 1 This simulation applied Craig Reynolds'

Boids Test with XNA

Boids Test with XNA

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Flocking simulation: 500 000 boids using C++/CUDA

Flocking simulation: 500 000 boids using C++/CUDA

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Boid simulation using XNA2

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XNA Boids Follow Interpolated Path Basic Flocking

XNA Boids Follow Interpolated Path Basic Flocking

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Towards one million flocking boids using CUDA (real-time)

Towards one million flocking boids using CUDA (real-time)

Results (update stage only): - 2^16 (65K): 47 fps; - 2^17 (131K): 29 fps; - 2^18 (262K): 14 fps; - 2^19 (524K): 6 fps. Simulation ...

Flocking example in XNA

Flocking example in XNA

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XNA Flocking/Scattering Boids

XNA Flocking/Scattering Boids

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