DocumentCode
578997
Title
GPU Pathfinding Optimization
Author
Silva, A. ; Rocha, F. ; Santos, A. ; Ramalho, G. ; Teichrieb, V.
Author_Institution
Center of Inf., Fed. Univ. of Pernambuco, Recife, Brazil
fYear
2011
fDate
7-9 Nov. 2011
Firstpage
158
Lastpage
163
Abstract
In recent years, GPUs (Graphics Processing Units) have shown a significant advance of computational resources available for the use of non-graphical applications. The ability to solve problems involving parallel computing as well as the development of new architectures that supports this new paradigm, such as CUDA (Compute Unified Device Architecture), have encouraged the use of GPU for general purpose applications, especially in games. Some parallel tasks which were CPU (Central Processing Unit) based are being ported over to the GPU due to theirs superior performance. One of these tasks is the path finding of an agent over a game map, which has already achieved a better performance on GPU, but is still limited. This paper describes some optimizations to a GPU path finding implementation, addressing larger work set (agents and nodes) with good performance.
Keywords
graphics processing units; microprocessor chips; optimisation; parallel architectures; CPU; GPU; central processing unit; computational resources; game map; graphics processing unit; nongraphical application; parallel architecture; parallel computing; pathfinding optimization; Computer architecture; Games; Graphics processing units; Instruction sets; Kernel; Optimization; Parallel processing; A; CUDA; GPU; games; intelligent agents; pathfinding;
fLanguage
English
Publisher
ieee
Conference_Titel
Games and Digital Entertainment (SBGAMES), 2011 Brazilian Symposium on
Conference_Location
Salvador
ISSN
2159-6654
Print_ISBN
978-1-4673-0797-0
Type
conf
DOI
10.1109/SBGAMES.2011.35
Filename
6363229
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