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논문검색

게임 엔진을 이용한 GPGPU 기하 정보 병렬 처리 시각화 및 디버깅 환경 개발

원문정보

Development of Visualization and Debugging Environment for GPGPU Parallel Processing of Geometry Information Based on Game Engine

박태정

피인용수 : 0(자료제공 : 네이버학술정보)

초록

영어

This paper suggests a visual debugging plaftorm based on the game engine, Unity3D for massive parallel processing routines implemented in CUDA. In general, it is tiresome to debug or check the accuracy of numerical geometry information results calculated in a parallel way by GPU; usually, developers would pick and check each numerical value by rummaging overwhelming lines of seemingly meaningless numbers. This manual process is less productive and time-consuming. Also, it is not easy to produce some continuous movements of geometry information to check the validity of implemented CUDA codes for realtime geometry processing applications. To solve those problems, this paper presents a way to use Unity3D game engine to visually and interactively debug CUDA implementations. Also, some practical test results are presented with discussions on limitations of Unity3D as a CUDA debugging platform.

목차

ABSTRACT
 1. 서론
  1.1 Debugging processing large-scale geometric information in parallel
  1.2 Introduction to Unity3D environment and its advantages in parallel processing of geometry information
 2. Main subject
  2.1 Generic CUDA DLL creation and Unity3D extension
  2.2 Real-time dynamic data parallelism testing
  2.3 Ensuring shader-based visual accuracy
  2.4 Leveraging C # and .NET environment
 3. Results and discussion
  3.1 Limitations of Unity3D as a debugging environment
 4. Conclusion
 References

저자정보

  • 박태정 Taejung Park. Department of Digital Media, Duksung Women’s University

참고문헌

자료제공 : 네이버학술정보

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