BehaveRT is a GPU-based library for the definition, real-time simulation, and visualization of
large communities of autonomous characters.
Autonomous characters are a type of autonomous agent intended for use in computer animation and interactive media such
as games and virtual reality. These agents represent a character in a story or game and have some ability to improvise
their actions. This stands in contrast both to a character in an animated film, whose actions are scripted in advance,
and to an ''avatar'' in a game or virtual reality, whose actions are directed in real time by a human player or participant.
In games, autonomous characters are sometimes called non-player characters.
From Steering Behaviors For Autonomous Characters by Craig W. Reynolds
BehaveRT implements a modular architecture based on a plug-in infrastructure that enables the creation of a behavior engine system core.
We used Compute Unified Device Architecture to perform parallel programming and specific
memory optimization techniques to exploit the computational power
of commodity graphics hardware, enabling developers to focus on the design
and implementation of behavioral models.
Ugo Erra, Bernardino Frola, and Vittorio Scarano.
A GPU-based Interactive Bio-inspired Visual Clustering.
Proceedings of the
2011 IEEE Symposium on Computational Intelligence and Data Mining (CIDM2011).
Paris, France. April 11-15, 2011.
Paper
2010
Ugo Erra, Bernardino Frola, and Vittorio Scarano.
BehaveRT: a GPU-based library for autonomous characters.
Proceedings of the
Third International Conference on Motion in Games 2010 (MIG2010).
Zeist, the Netherlands. November 14-16, 2010.
Paper
Ugo Erra, Bernardino Frola, and Vittorio Scarano.
A Flexible and Extensible GPU-Based Library for
Real-Time Massive Simulations of Behavioral Models.
Proceedings of the
10th International Conference on Intelligent Virtual Agents (IVA2010).
Philadelphia, PA, USA. Sept. 20-22, 2010
Poster
2009
Ugo Erra, Bernardino Frola, Vittorio Scarano, and Iain Couzin.
An efficient GPU implementation for large scale individual-based simulation of collective behavior.
Proceedings of
High Performance Computational Systems Biology (HiBi09).
Trento, Italy. Oct. 14-16, 2009.
Paper
Ugo Erra, Bernardino Frola, and Vittorio Scarano.
A GPU-based Method for Massive Simulation of Distributed Behavioral Models with CUDA.
Proceedings of the
22nd Annual Conference on Computer Animation and Social Agents (CASA 2009).
Amsterdam, Netherlands. Jun.17 - 19, 2009.
Paper
Videos
A Flexible and Extensible GPU-Based Library for
Real-Time Massive Simulations of Behavioral Models
A GPU-based Method for Massive Simulation of Distributed Behavioral Models with CUDA
An efficient GPU implementation for large scale individual-based simulation of collective behavior
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BehaveRT source code
Source code of the library core, plugIns, tools and samples. Vers. 0.2 (Nov 2010, Win32).