Project 2 - Taste of Chicago
Due Monday 3/08/10
at
11:59pm
Chicago time
This
project
will
focus
on
using
CUDA
to simulate a rapidly spreading epidemic in the Chicago
loop. In particular we are going to simulate what happens when a bad
peice of falafel at the Taste of Chicago turns an attendee into a flesh
eating ghoul who starts attacking the other attendees. Think "Night of
the Living Dead at the Taste of Chicago."
Note: as the "Z word" was never mentioned in "Night of the Living Dead"
or any of George Romero's sequels we are going to use the more
appropriate term "ghoul" in this project. The "Z word" became
associated with this particular eating disorder as a result of the
unoffical Italian sequel to Dawn of the Dead.
Some details:
The area you are simulating includes at least the loop area of Chicago
which is bounded on the north and west by the Chicago River, the east
by Lake Michigan, and on the south by Roosevelt Ave. You should
simulate at least a block beyond this area to see if the infection
manages to spread. Simulating a larger area will also be beneficial for
your grade.
There are several map servers out there -
www.openstreetmap.org/index.html , maps.google.com , etc - where you
can get your
map data. This map data can serve as both a backdrop to show where the
action is happening and as data for working out where the entities are
able to move.
There is also the official Taste of Chicago page:
www.explorechicago.org/city/en/things_see_do/event_landing/special_events/mose/taste_of_chicago.html
It should be obvious from the display which agents are alive, ghouls,
etc. They may just be different coloured dots, but they should be very
obvious on the screen. If you allow people to zoom in (part of the A
grade) then the dots should also have lines or arrows showing where the
front of the entity is.
The simulation visuals should update at a reasonable rate - ie at least
15
frames per second, and the simulation itself should run at a reasonable
rate so that the entities move and turn smoothly.
The uninfected and the ghouls will move through open spaces
such as streets and parks. They will be blocked by buildings. The
ghouls can not cross water (even though one did fight a shark in
a rather cool sequence in said unofficial Italian sequel) - you can
decide if you want the uninfected to be able to swim. Lets assume the
outbreak takes place on a weekend so very few people
are in the skyscrapers and lets further assume that the doors are
locked so people can't get back inside the buildings Y
You should have a clock to keep track of time in the simulation, and
people should move realistically given that clock. The user should be
able to pause the simulation and start it playing again. The clock
should be visible on the screen.
The ghouls will be treated like boids
(www.cs.toronto.edu/~dt/siggraph97-course/cwr87/ or
www.red3d.com/cwr/boids/
or my notes at www.evl.uic.edu/aej/527/lecture08.html) with some
fairly simple rules of action, and limited to 2D motion, and rotation
around only 1 axis. The people in the simulation will not have the same
amount of desire to match velocity and alignment as birds, but there
will still be some of that in the way they move in groups. The more
important behaviour is to avoid collisions.with other entities and with
the environment. You are encouraged to enhance these
rules as long as they stay within the spirit of the simulation. eg if
you feel the ghouls would be drawn towards a nearby Starbucks then that
would be an OK rule addition.
About 400,000 people per day come to the tast of Chicago. One million
people attend the fireworks. That gives you a rough approximation of
the number of entities that you can try to simulate. I would suggest
starting with a much much smaller number and then work your way up as
you
optimize. You can randomly assign starting positions to people with a
density function that puts most people into the Taste area but a
reasonable number of people into other parts of the loop.
A certain percentage of the population will be police officers who are
armed. They will have a better chance of fighting back. They will not
panic as easily, and will recover from panicing more quickly. They also
have infinite ammunition. They should look obviously different than the
typical living or undead agents.
The infection starts with one or more people eating some bad falafel
somewhere in the Taste of Chicago.
When a person is infected (or bitten) they will turn into a ghoul. This
depends mostly on the plot needs of the movie and can take anywhere
from 5 minutes to 24 hours. For this simulation lets say it takes 15
minutes, though you may want to let the user vary this parameter.
Once infected the ghoul will start to get hungry. At first the ghoul
will mill around, but as its hunger increases the ghoul will move
faster and more directly towards the nearest visible food source. If a
ghoul
catches a person then the intended victem has a chance to defend
themselves and kill the ghoul. The chance is small if they are unarmed,
and much better if they are armed. If the intended victem fails to kill
the ghoul then the ghoul will bite the person reducing the hunger of
the ghoul and infecting the former-person. If too many ghouls bite the
person then the person ceases to exist (as there isnt enough left to
form a new functioning ghoul.)
If a ghoul doesnt eat within a certain amount of time it will then be
unable to move, but it still might be able to grab someone who walks or
runs next to it.
A dead ghoul should remain on the ground where it permanently died, and
should look different than the mobile ghouls.
If a person sees another person being bitten in their vicinity then
that odds are very good that person will panic, scream, pick a random
direction, and start running. A panicing person will get over their
panic after a certain time if they don't see another attack, or if they
get near to a police officer. A person who sees a panicing person will
not panic himself / herself, but the flocking code should make that
more person inclined to flock with the panicing person. The panicing
people should look different than any of the other entities.
If the infection looks like it will spread beyond downtown then you can
decide whether to give the user the option of having the
government respond by using a nuclear weapon on the
city, as there is legitimate cinematic precedent.
In terms of the boids, the people, panicing people, armed people, and
the ghouls should have different rules in terms of how they move. All
of them should have the same ability to see in front of them to some
given distance, hear all the way around them to some distance, and have
the same maximum speed.
You can use the colours of the available online maps as a starting
point to determine which
areas are walkable and which are barriers. Very likely you will need to
clean up the map to use it for collision detection.
The visualization part should be written in OpenGL.
You should
keep a counter of how
many entities of each type (living, ghoul, permanently dead) are in the
loop at each point in time.
The capability of your graphics card will determine how many boids you
can compute with. You will not be penalized for having a slower card,
but you should try and push your card as hard as you can. Investigate
how various parameters affect the efficiency of CUDA. A major focus
here is documenting your efforts so you can explain to the class how
you improved the speed of your code (or increased the number of
particles you could simulate).
Implementing the simulation above is worth a C.
For a B
- The user can choose whether to run the simulation with the
classic
60s
(Night of the Living Dead, Dawn of the Dead, Zombie, etc) ghouls
which move slowly and aren't very smart, or the new-style (Dawn of the
Dead remake, 28 Days Later, etc) ghouls
which can run and are more aware. The user should be able to change the
initial number of police on the scene, the initial crowd size, the
number of people initially infected, and the rate at which the infected
turn into ghouls. You can either do this through an external widget set
or using glut menus.
- You should allow the user to switch between multiple map views
(eg like what google maps lets you do)
- You should be able
to pan and zoom through the map using the mouse to see different areas
while the simulation is progressing
- Document
your attempts at optimizing the CUDA code on your web page.
For an A
- As the
simulation progresses you should add in some kind of other armed
combatants (gangs, the
eventual response by the armed forces, disgruntled lawyers, drunken
Bear's fans, etc.)
- Increase the
area beyond the loop. The area by the Adler Planetarium may be an
interesting addition since it may be a place of relative safety.
- Be creative - crash a
couple helicopters into the scene randomly to add more obstacles, make
the zoomed-in detail view more interesting, have a nice GUI, add some
attention-grabbing graphics when someone changes state.
I
would
start this project by coming at it from two directions - one is
getting a boid simulation running in a fixed size open space, and the
second is dealing with the map data. Once you have both of those
working then I'd suggest trying to put it together with a small area -
say Columbus to State and Jackson to Balbo, and then expanding from
there.
As
with
the
previous
project,
to
turn
in
your
project you should set up a web page describing your work, including
the well-commented source code and required files to be able to compile
and run your program, and a movie in a common web-viewable format
showing what your
application should look like when its running. You should then email
andy with the location of this website before the deadline. It
would probably be a good idea to put a backup copy of the web page at a
second website just in case I can't get to the first one.
When you send
andy the location of your webpage you should again email a screen
snapshot of your head that is 320 pixels wide by 240 pixels tall in
jpeg format named <your_last_name>.p2.jpg. This image will be
used on the class web pages along with the link to your project web
page.
As with the
previous project, each student
will also give a presentation about their project in-class and
answer some questions about your work. This time the presentation will
be 20 minutes long. You should prepare a good
presentation - you can use your project website, or create some slides.
You should definitely run your code and talk about how you structured
the computation in CUDA. Be sure to practice your presentation so you
finish within the alloted
time so everyone has equal time to present.
more science
here: http://www.mathstat.uottawa.ca/~rsmith/Zombies.pdf
last
revision 2/05/10