Spring 2012 Prof. Hyesoon Kim• Game programming • Game architecture • Graphics programming • Computer architecture case studies Game consoles • Graphics processor hardware • FPGA programming • CUDA/OpenCL programming • Embedded processor programming (Nintendo DS programming)• CPU • GPU• If you want to develop – Xbox 720 Xbox 1440? – Playstation 4,5,6 ? • If you want to program efficiently using those hardware. – ARM Processors, Nintendo DS • Learn the details of graphics hardware • Experience with FPGA Programming • Background – CS2200• http://www.cc.gatech.edu/~hyesoon/spr12/index.html 4 weeks Nitendo DS programming/ ARM processors 4 weeks Graphics processors, introduction to graphics, CUDA programming 4 weeks FPGA programming 3 weeks FPGA programming + case study• FPGA Labs – Boards • Lab days: have programming experience with some other programming platforms • The importance of CUDA programming is reduced (not because CUDA becomes less important)• Leading the industry • Game processors are used for other applications – GPGPU: – Medical image processing – Scientific applications • Movie industries• Time constrain • Lots of Data • Heavy use of graphics • Both Integer/floating point operations are important • Floating point low precision • Stream applications • Embedded systems • Various I/O devices • No comparability issues (no reason to support legacy code) • All the platform is stable: • Platform optimizations• No TA – Help each other! – Use newsgroup to post and ask questions • Newsgroup activity is counted as class participation points. • [email protected]’s new tablet• Still graphics is the major performance bottlenecks • Previous research: emphasis on graphics – 2D/3D graphics tests • Example: 3DMark Vantage – CPU and GPU tests – visual and game-play effects – CPU side: Physics Simulation and AI – Rendering tests (both CPU and GPU) http://www.3dmark.com/• Several genres of video games – First Person Shooter • Fast-paced, graphically enhanced • Focus of this presentation – Role-Playing Games • Lower graphics and slower play – Board Games • Just plain boringEvent Physics Collision Detection Particle AI Rendering Display Computing• Current game design principles: – higher frame rates imply the better game quality • Recent study on frame rates [Claypool et al. MMCN 2006] – very high frame rates are not necessary, very low frame rates impact the game quality severelySnapshots of animation [Davis et al. Eurographics 2003] timeGame workload Computational workload Rendering workload Other workload Rasterization
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