In the Spring semester of 2004, I participated in a directed study with Michael Gleicher. This is a summary of what I learned and accomplished. I was asked to help with the visual representation of a crowd simulation project, and to work with Mankyu Sung to create a workflow between the crowd simulation system and a real-time graphics engine.

What I accomplished

    The engine we chose to work with was Epic's Unreal Runtime engine, since it supported a fast graphics system and robust scripting and environment creation tools. The first part of the project consisted of testing the limits of the engine with respect to polygon count and number of scripts running. What follows is a summary of the steps I took to get the simulations up and running in the Unreal engine:

What I learned