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Benjamín Hernández
Researcher at Oak Ridge National Laboratory
Publications - 26
Citations - 270
Benjamín Hernández is an academic researcher from Oak Ridge National Laboratory. The author has contributed to research in topics: Crowd simulation & CUDA. The author has an hindex of 8, co-authored 26 publications receiving 244 citations. Previous affiliations of Benjamín Hernández include Barcelona Supercomputing Center & Monterrey Institute of Technology and Higher Education.
Papers
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Journal ArticleDOI
Eye-catching crowds: saliency based selective variation
TL;DR: It is found that the head and upper torso attract the majority of first fixations in a scene and are attended to most, and selective colour variation is as effective at generating the illusion of variety as full colour variation.
Journal ArticleDOI
Fragment shaders for agent animation using finite state machines
TL;DR: This paper implements FSMs as fragment shaders using three kinds of images: world space images, agent space images and FSM table images and explores how to render agents in 3D more efficiently by using a variation on pseudoinstancing.
Proceedings ArticleDOI
A Parallel Solver for Markov Decision Process in Crowd Simulations
Sergio Ruiz,Benjamín Hernández +1 more
TL;DR: This work forms a MDP solver in terms of matrix multiplications, based on the Value Iteration algorithm, thus it can take advantage of the graphic processor units (GPUs) to produce interactively obstacle-free paths in the form of an Optimal Policy.
Proceedings ArticleDOI
Reducing Memory Requirements for Diverse Animated Crowds
TL;DR: This paper proposes a technique for generating animatable characters for crowds that reduces memory requirements by 91% when compared to traditional libraries, and can also generate previously nonexistent characters from the original data set.
Journal ArticleDOI
Simulating and Visualizing Real-Time Crowds on GPU Clusters
TL;DR: A set of algorithms for simulating and visualizing real-time crowds in GPU (Graphics Processing Units) clusters and a visualization architecture that renders the simulation results using detailed 3D virtual characters is presented.