I'm a CS master student, and next semester I will have to start working on my thesis. I've had trouble coming up with a thesis idea, but I decided it will be related to Computer Graphics as I'm passionate about game development and wish to work as a professional game programmer one day.
Unfortunately I'm kinda new to the field of 3D Computer Graphics, I took an undergraduate course on the subject and hope to take an advanced course next semester, and I'm already reading a variety of books and articles to learn more. Still, my supervisor thinks its better if I come up with a general thesis idea now and then spend time learning about it in preparation for doing my thesis proposal. My supervisor has supplied me with some good ideas but I'd rather do something more interesting on my own, which hopefully has to do with games and gives me more opportunities to learn more about the field. I don't care if it's already been done, for me the thesis is more of an opportunity to learn about things in depth and to do substantial work on my own.
I don't know much about GPU programming and I'm still learning about shaders and languages like CUDA. One idea I had is to program an entire game (or as much as possible) on the GPU, including all the game logic, AI, and tests. This is inspired by reading papers on GPGPU and questions like this one I don't know how feasible that is with my knowledge, and my supervisor doesn't know a lot about recent GPUs. I'm sure with time I will be able to answer this question on my own, but it'd be handy if I could know the answer in advance so I could also consider other ideas.
So, if you've got this far, my question: Using only shaders or something like CUDA, can you make a full, simple 3D game that exploits the raw power and parallelism of GPUs? Or am I missing some limitation or difference between GPUs and CPUs that will always make a large portion of my code bound to CPU? I've read about physics engines running on the GPU, so why not everything else?
GPU Programming is a method of running highly parallel general-purpose computations on GPU accelerators. While the past GPUs were designed exclusively for computer graphics, today they are being used extensively for general-purpose computing (GPGPU computing) as well.
Although there are many applications where GPUs can bring some game-changing benefits, you might say there are still some obstacles. However, Java and GPUs can do great things together.
Switching to the dedicated Nvidia GPU - Open the tab Program Settings and choose the game from the dropdown menu. - Next, select the preferred graphics processor for this program from the second dropdown. Your Nvidia GPU should show as High performance Nvidia processor. Finally, save your changes.
DISCLAIMER: I've done a PhD, but have never supervised a student of my own, so take all of what I'm about to say with a grain of salt!
I think trying to force as much of a game as possible onto a GPU is a great way to start off your project, but eventually the point of your work should be: "There's this thing that's an important part of many games, but in it's present state doesn't fit well on a GPU: here is how I modified it so it would fit well".
For instance, fortran mentioned that AI algorithms are a problem because they tend to rely on recursion. True, but, this is not necessarily a deal-breaker: the art of converting recursive algorithms into an iterative form is looked upon favorably by the academic community, and would form a nice center-piece for your thesis.
However, as a masters student, you haven't got much time so you would really need to identify the kernel of interest very quickly. I would not bother trying to get the whole game to actually fit onto the GPU as part of the outcome of your masters: I would treat it as an exercise just to see which part won't fit, and then focus on that part alone.
But be careful with your choice of supervisor. If your supervisor doesn't have any relevant experience, you should pick someone else who does.
I'm still waiting for a Gameboy Emulator that runs entirely on the GPU, which is just fed the game ROM itself and current user input and results in a texture displaying the game - maybe a second texture for sound output :)
The main problem is that you can't access persistent storage, user input or audio output from a GPU. These parts have to be on the CPU, by definition (even though cards with HDMI have audio output, but I think you can't control it from the GPU). Apart from that, you can already push large parts of the game code into the GPU, but I think it's not enough for a 3D game, since someone has to feed the 3D data into the GPU and tell it which shaders should apply to which part. You can't really randomly access data on the GPU or run arbitrary code, someone has to do the setup.
Some time ago, you would just setup a texture with the source data, a render target for the result data, and a pixel shader that would do the transformation. Then you rendered a quad with the shader to the render target, which would perform the calculations, and then read the texture back (or use it for further rendering). Today, things have been made simpler by the fourth and fifth generation of shaders (Shader Model 4.0 and whatever is in DirectX 11), so you can have larger shaders and access memory more easily. But still they have to be setup from the outside, and I don't know how things are today regarding keeping data between frames. In worst case, the CPU has to read back from the GPU and push again to retain game data, which is always a slow thing to do. But if you can really get to a point where a single generic setup/rendering cycle would be sufficient for your game to run, you could say that the game runs on the GPU. The code would be quite different from normal game code, though. Most of the performance of GPUs comes from the fact that they execute the same program in hundreds or even thousands of parallel shading units, and you can't just write a shader that can draw an image to a certain position. A pixel shader always runs, by definition, on one pixel, and the other shaders can do things on arbitrary coordinates, but they don't deal with pixels. It won't be easy, I guess.
I'd suggest just trying out the points I said. The most important is retaining state between frames, in my opinion, because if you can't retain all data, all is impossible.
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