Parallel programming with Unity: a case study using CPU and GPU threads

  • Vitor M. da Silva UFSCar
  • Rodrigo P. C. Nunes UFSCar
  • Hélio Crestana Guardia UFSCar

Abstract


This project is based on a graphical processing experiment, which involves moving spheres and calculating their positions in a scene using three different methods: sequentially, using multiple CPU threads, and using fine granularity parallelism for the GPU. As a result, this article aims to not just explore the performance gains with parallel processing in computing games, but also to link aspects of parallelism to visual elements that help understand parallelization and contribute to spark interest in the area of high-perfomance computing.

References

Halladay, K. (2014). Getting started with compute shaders in unity. Accesso em 7 de abril de 2024.

Harris, M. (2017). An even easier introduction to cuda. Accesso em 7 de abril de 2024.

Unity, T. (2024). Unity manual - compute shader. Accesso em 7 de abril 2024.
Published
2024-05-16
SILVA, Vitor M. da; NUNES, Rodrigo P. C.; GUARDIA, Hélio Crestana. Parallel programming with Unity: a case study using CPU and GPU threads. In: REGIONAL SCHOOL OF HIGH PERFORMANCE COMPUTING FROM SÃO PAULO (ERAD-SP), 15. , 2024, Rio Claro/SP. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2024 . p. 25-28. DOI: https://doi.org/10.5753/eradsp.2024.239939.

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