DocumentCode :
1734857
Title :
Techniques for designing GPGPU games
Author :
Joselli, Mark ; da Silva, Juliano Ricardo ; Zamith, M. ; Clua, Esteban ; Pelegrino, Mateus ; Mendonca, E. ; Soluri, Eduardo
Author_Institution :
MediaLab-IC, Univ. Fed. Fluminense, Rio de Janeiro, Brazil
fYear :
2012
Firstpage :
1
Lastpage :
5
Abstract :
The increasing level of realism in digital games depends not only on the enhancement of modeling and rendering effects, but also on the improvement of different aspects such as animation, characters artificial intelligence and physics simulation. Normally, games process most of their tasks in the CPU, using the GPU only for graphics processing. Several games and previous works also use GPU computing to process some selected non-graphics subtasks (normally the game physics), while the remaining tasks remain on the CPU. Such a processing partition is frequently pointed to as the bottleneck in these games, as it may induce several expensive data transfers between the CPU and GPU. This paper shows some game examples that execute all their methods entirely on the GPU using of a new GPU computing architecture for keeping the GPU-CPU communication to a minimum. Using the techniques explained in this paper, we present a game that can have an average optimization of about 25% when compared to traditional GPGPU game programing (i.e. only using GPGPU for physics and processing the AI in the CPU) and 200% when compared to traditional CPU programming.
Keywords :
computer animation; computer games; graphics processing units; optimisation; parallel architectures; parallel programming; rendering (computer graphics); GPGPU game design; GPGPU game programing; GPU computing architecture; GPU-CPU communication; animation; characters artificial intelligence; digital games; modeling effects; nongraphics subtasks; optimization; physics simulation; rendering effects; Artificial intelligence; Computational modeling; Computer architecture; Data models; Games; Graphics processing unit; Physics; GPGPU; GPU Computing; digital games;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Games Innovation Conference (IGIC), 2012 IEEE International
Conference_Location :
Rochester, NY
ISSN :
2166-6741
Print_ISBN :
978-1-4673-1359-9
Type :
conf
DOI :
10.1109/IGIC.2012.6329853
Filename :
6329853
Link To Document :
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