A game loop architecture for the GPU used as a math coprocessor in real-time applications
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}
}
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).
December 9, 2010 by hgpu