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Mark Joselli, Jose Ricardo da Silva Junior, Marcelo Zamith, Esteban Clua, Mateus Pelegrino, Evandro Mendonca, Eduardo Soluri
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 […]
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Mark Joselli, Marcelo Zamith, Esteban Clua, Anselmo Montenegro, Regina Leal-Toledo, Aura Conci, Paulo Pagliosa, Luis Valente, Bruno Feijo
This article presents a new architecture to implement all game loop models for games and real-time applications that use the GPU as a mathematics and physics coprocessor, working in parallel processing mode with the CPU. The presented model applies automatic task distribution concepts. The architecture can apply a set of heuristics defined in Lua scripts […]
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Eric Jardim, Luiz Henrique de Figueiredo
We propose a hybrid method for computing apparent ridges, expressive lines recently introduced by Judd et al. Unlike their original method, which works entirely over the mesh in object space, our method combines object-space and image-space computations and runs partially on the GPU, taking advantage of modern graphic cards processing power and producing faster results […]
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Mark Joselli, Esteban Clua
The GPUs (Graphics Processing Units) have evolved into extremely powerful and flexible processors, allowing its usage for processing different data. This advantage can be used in game development to optimize the game loop. Most GPGPU works deals only with some steps of the game loop, allowing to the CPU to process most of the game […]
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