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Dive into the research topics where Abhinav Golas is active.

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Featured researches published by Abhinav Golas.


international conference on computer graphics and interactive techniques | 2009

Aggregate dynamics for dense crowd simulation

Rahul Narain; Abhinav Golas; Sean Curtis; Ming C. Lin

Large dense crowds show aggregate behavior with reduced individual freedom of movement. We present a novel, scalable approach for simulating such crowds, using a dual representation both as discrete agents and as a single continuous system. In the continuous setting, we introduce a novel variational constraint called unilateral incompressibility, to model the large-scale behavior of the crowd, and accelerate inter-agent collision avoidance in dense scenarios. This approach makes it possible to simulate very large, dense crowds composed of up to a hundred thousand agents at near-interactive rates on desktop computers.


international conference on computer graphics and interactive techniques | 2010

Free-flowing granular materials with two-way solid coupling

Rahul Narain; Abhinav Golas; Ming C. Lin

We present a novel continuum-based model that enables efficient simulation of granular materials. Our approach fully solves the internal pressure and frictional stresses in a granular material, thereby allows visually noticeable behaviors of granular materials to be reproduced, including freely dispersing splashes without cohesion, and a global coupling between friction and pressure. The full treatment of internal forces in the material also enables two-way interaction with solid bodies. Our method achieves these results at only a very small fraction of computational costs of the comparable particle-based models for granular flows.


interactive 3d graphics and games | 2013

Hybrid long-range collision avoidance for crowd simulation

Abhinav Golas; Rahul Narain; Ming C. Lin

Local collision avoidance algorithms in crowd simulation often ignore agents beyond a neighborhood of a certain size. This cutoff can result in sharp changes in trajectory when large groups of agents enter or exit these neighborhoods. In this work, we exploit the insight that exact collision avoidance is not necessary between agents at such large distances, and propose a novel algorithm for extending existing collision avoidance algorithms to perform approximate, long-range collision avoidance. Our formulation performs long-range collision avoidance for distant agent groups to efficiently compute trajectories that are smoother than those obtained with state-of-the-art techniques and at faster rates. Comparison to real-world data demonstrates that crowds simulated with our algorithm exhibit an improved speed sensitivity to density similar to human crowds. Another issue often sidestepped in existing work is that discrete and continuum collision avoidance algorithms have different regions of applicability. For example, low-density crowds cannot be modeled as a continuum, while high-density crowds can be expensive to model using discrete methods. We formulate a hybrid technique for crowd simulation which can accurately and efficiently simulate crowds at any density with seamless transitions between continuum and discrete representations. Our approach blends results from continuum and discrete algorithms, based on local density and velocity variance. In addition to being robust across a variety of group scenarios, it is also highly efficient, running at interactive rates for thousands of agents on portable systems.


international conference on computer graphics and interactive techniques | 2012

Large-scale fluid simulation using velocity-vorticity domain decomposition

Abhinav Golas; Rahul Narain; Jason Sewall; Pavel Krajcevski; Pradeep Dubey; Ming C. Lin

Simulating fluids in large-scale scenes with appreciable quality using state-of-the-art methods can lead to high memory and compute requirements. Since memory requirements are proportional to the product of domain dimensions, simulation performance is limited by memory access, as solvers for elliptic problems are not compute-bound on modern systems. This is a significant concern for large-scale scenes. To reduce the memory footprint and memory/compute ratio, vortex singularity bases can be used. Though they form a compact bases for incompressible vector fields, robust and efficient modeling of nonrigid obstacles and free-surfaces can be challenging with these methods. We propose a hybrid domain decomposition approach that couples Eulerian velocity-based simulations with vortex singularity simulations. Our formulation reduces memory footprint by using smaller Eulerian domains with compact vortex bases, thereby improving the memory/compute ratio, and simulation performance by more than 1000x for single phase flows as well as significant improvements for free-surface scenes. Coupling these two heterogeneous methods also affords flexibility in using the most appropriate method for modeling different scene features, as well as allowing robust interaction of vortex methods with free-surfaces and nonrigid obstacles.


IEEE Transactions on Visualization and Computer Graphics | 2014

Hybrid Long-Range Collision Avoidancefor Crowd Simulation

Abhinav Golas; Rahul Narain; Sean Curtis; Ming C. Lin

Local collision avoidance algorithms in crowd simulation often ignore agents beyond a neighborhood of a certain size. This cutoff can result in sharp changes in trajectory when large groups of agents enter or exit these neighborhoods. In this work, we exploit the insight that exact collision avoidance is not necessary between agents at such large distances, and propose a novel algorithm for extending existing collision avoidance algorithms to perform approximate, long-range collision avoidance. Our formulation performs long-range collision avoidance for distant agent groups to efficiently compute trajectories that are smoother than those obtained with state-of-the-art techniques and at faster rates. Comparison to real-world data demonstrates that crowds simulated with our algorithm exhibit an improved speed sensitivity to density similar to human crowds. Another issue often sidestepped in existing work is that discrete and continuum collision avoidance algorithms have different regions of applicability. For example, low-density crowds cannot be modeled as a continuum, while high-density crowds can be expensive to model using discrete methods. We formulate a hybrid technique for crowd simulation which can accurately and efficiently simulate crowds at any density with seamless transitions between continuum and discrete representations. Our approach blends results from continuum and discrete algorithms, based on local density and velocity variance. In addition to being robust across a variety of group scenarios, it is also highly efficient, running at interactive rates for thousands of agents on portable systems.


motion in games | 2009

Interactive Modeling, Simulation and Control of Large-Scale Crowds and Traffic

Ming C. Lin; Stephen J. Guy; Rahul Narain; Jason Sewall; Sachin Patil; Jatin Chhugani; Abhinav Golas; Jur van den Berg; Sean Curtis; David Wilkie; Paul Merrell; Changkyu Kim; Nadathur Satish; Pradeep Dubey; Dinesh Manocha

We survey some of our recent work on interactive modeling, simulation, and control of large-scale crowds and traffic for urban scenes. The driving applications of our work include real-time simulation for computer games, virtual environments, and avatar-based online 3D social networks. We also present some preliminary results and proof-of-concept demonstrations.


Computer Graphics Forum | 2016

VBTC: GPU-friendly variable block size texture encoding

Pavel Krajcevski; Abhinav Golas; Karthik Ramani; Michael C. Shebanow; Dinesh Manocha

Recent advances in computer graphics have relied on high‐quality textures in order to generate photorealistic real‐time images. Texture compression standards meet these growing demands for data, but current texture compression schemes use fixed‐rate methods where statically sized blocks of pixels are represented using the same numbers of bits irrespective of their data content. In order to account for the natural variation in detail, we present an alternative format that allows variable bit‐rate texture compression with minimal changes to texturing hardware. Our proposed scheme uses one additional level of indirection to allow the variation of the block size across the same texture. This single change is exploited to both vary the amount of bits allocated to certain parts of the texture and to duplicate redundant texture information across multiple pixels. To minimize hardware changes, the method picks combinations of block sizes and compression methods from existing fixed‐rate standards. With this approach, our method is able to demonstrate energy savings of up to 50%, as well as higher quality compressed textures over current state of the art techniques.


indian conference on computer vision, graphics and image processing | 2008

Explosion Simulation Using Compressible Fluids

Abhinav Golas; Akram Khan; Prem Kalra; Subodh Kumar

We propose a novel physically based method to simulate explosions and other compressible fluid phenomena. The method uses compressible Navier Stokes equations for modeling the explosion with a Semi-Lagrangian integration method. The proposed integration method addresses the issues of stability and larger timesteps. This is achieved by modifying the Semi-Lagrangian method to reduce dissipation and increase accuracy, using improved interpolation and an error correction method. The proposed method allows the rendering of related phenomena like a fireball, dust and smoke clouds, and the simulation of solid interaction - like rigid fracture and rigid body simulation. Our method is flexible enough to afford substantial artistic control over the behavior of the explosion.


international conference on computer graphics and interactive techniques | 2014

A continuum model for simulating crowd turbulence

Abhinav Golas; Rahul Narain; Ming C. Lin

With increasing world population, we are observing denser and denser crowds in public places. This has led to an increasing incidence of crowd disasters at high densities, known collectively as crowd turbulence [Helbing et al. 2007]. There is an urgent need to understand and simulate such crowds in order to facilitate emergency response, as well as prediction and planning to prevent such emergencies. Simulated crowd turbulence can also be used to augment the fidelity of virtual environments in computer games and movies. In addition, for real-time prediction and response, interactive simulation is an essential requirement.


international conference on computer graphics and interactive techniques | 2012

Efficient large-scale hybrid fluid simulation

Abhinav Golas; Rahul Narain; Jason Sewall; Pavel Krajcevski; Ming C. Lin

State-of-the-art methods for fluid simulation, including velocity-based grid methods and smoothed particle hydrodynamics [Bridson and Müller-Fischer 2007], require a detail vs. domain size tradeoff. As a result, scenes with large spatial scales are restricted to coarse detail under the restriction of limited computational resources. The elliptic problems solved for incompressibility projection in these simulations are bandwidth-bound, since domains of interest are not cache resident on current generation hardware. As a result, limited optimization is possible, and interactive performance is not possible for medium-large scenes.

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Ming C. Lin

University of North Carolina at Chapel Hill

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Rahul Narain

University of Minnesota

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Dinesh Manocha

University of North Carolina at Chapel Hill

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Pavel Krajcevski

University of North Carolina at Chapel Hill

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Sean Curtis

University of North Carolina at Chapel Hill

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