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18 changes: 12 additions & 6 deletions README.md
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**University of Pennsylvania, CIS 565: GPU Programming and Architecture,
Project 1 - Flocking**

* (TODO) YOUR NAME HERE
* (TODO) [LinkedIn](), [personal website](), [twitter](), etc.
* Tested on: (TODO) Windows 22, i7-2222 @ 2.22GHz 22GB, GTX 222 222MB (Moore 2222 Lab)
* Li Zheng
* [LinkedIn](https://www.linkedin.com/in/li-zheng-1955ba169)
* Tested on: Windows CUDA10, i5-3600 @ 3.59GHz 16GB, RTX 2060 6GB (personal computer)
### Boids Animation
![Boids](images/boidsGif.gif)

### (TODO: Your README)
### Performance Analysis
![FPS vs Boids](images/FPSvsBoids.PNG)
When the number of boids is less than about 10000, the brute force method has a higher frame rate. In case the number of boids is more than about 10000, the scatter and coherent has better performance. The scatter method is generally better than the coherent method. The brute force method calculates velocity change naively based on all the boids. But the other two methods do many additional works. They should calculate the uniform grids and sort them. So, when the number of boids is relatively large, the scatter and coherent method has a better performance.

Include screenshots, analysis, etc. (Remember, this is public, so don't put
anything here that you don't want to share with the world.)
With visualization disabled, the frame rate is munch better. Obviously, displaying the calculating result on the screen takes time to render.

![FPS vs Block Size](images/FPSvsBlockSize.PNG)
The change of block size grid doesn’t obviously affect the performance.
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