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A game loop architecture for the GPU used as a math coprocessor in real-time applications

Marcelo P. M. Zamith, Esteban W. G. Clua, Aura Conci, Anselmo Montenegro, Regina, Paulo A. Pagliosa, Luis Valente, Bruno Feij
Instituto de Computacao, Universidade Federal Fluminense, Brazil
Comput. Entertain., Vol. 6, No. 3. (2008), pp. 1-19

@article{zamith2008game,

   title={A game loop architecture for the GPU used as a math coprocessor in real-time applications},

   author={Zamith, M.P.M. and Clua, E.W.G. and Conci, A. and Montenegro, A. and Leal-Toledo, R.C.P. and Pagliosa, P.A. and Valente, L. and Feij, B.},

   journal={Computers in Entertainment (CIE)},

   volume={6},

   number={3},

   pages={1–19},

   issn={1544-3574},

   year={2008},

   publisher={ACM}

}

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This article concerns the use of a graphics processor unit (GPU) as a math co-processor in real-time applications in special games and physics simulations. To validate this approach, we present a new game loop architecture that employs GPUs for general-purpose computations (GPGPUs). A critical issue here is the process distribution between the CPU and the GPU. The architecture consists of a model for distribution, and our implementation offers many advantages in comparison to other approaches without the GPGPU stage. This architecture can be used either by a general-purpose language such as the Compute Unified Device Architecture (CUDA), or shader languages such as the High-Level Shader Language (HLSL) and the OpenGL Shading Language (GLSL).
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