Otimização de multidões em jogos digitais utilizando CUDA

dc.contributor.advisorSilveira, Ismar Frangopt_BR
dc.contributor.advisor1Latteshttp://lattes.cnpq.br/3894359521286830por
dc.contributor.authorBardella, Tiago Ungaropt_BR
dc.creator.Latteshttp://lattes.cnpq.br/3074539147087781por
dc.date.accessioned2016-03-15T19:38:03Z
dc.date.accessioned2020-05-28T18:08:39Z
dc.date.available2015-12-10pt_BR
dc.date.available2020-05-28T18:08:39Z
dc.date.issued2015-10-19pt_BR
dc.description.abstractThe history of digital games shows, since the beginning, games which uses many types of enemy models to confront and many types of characters to control, like Real-Time Strategy games, for example. These huge amount of models into an important scene are called crowds. The crowds needs a high computer performance and specific algorithms in their interaction control to avoid immersion loss into a game by problems which may happen if the crowds are not treated accordingly. With the popularization of graphic board languages like NVIDIA CUDA, new algorithms were created to easily increase the performance of crowds in digital games and their overwhelming superiority compared to the methods used in linear programming were proved in many researches. The goal of this work is to use these GPU techniques as base to implement a new API using CUDA language that will present better performance and simplicity compared to the others algorithms on the area of crowds in digital games. After the project conclusion, the created API turned easier the crowd treatment to digital game developers using Unity3D integrated with API TBX, that now only need to include a DLL in the project instead creating na algorithm for crowd treatment from the beginning, which takes a huge amount of time from development.eng
dc.formatapplication/pdfpor
dc.identifier.citationBARDELLA, Tiago Ungaro. Otimização de multidões em jogos digitais utilizando CUDA. 2015. 60 f. Dissertação (Mestrado em Engenharia Elétrica) - Universidade Presbiteriana Mackenzie, São Paulo, 2015.por
dc.identifier.urihttp://dspace.mackenzie.br/handle/10899/24382
dc.languageporpor
dc.publisherUniversidade Presbiteriana Mackenziepor
dc.rightsAcesso Abertopor
dc.subjectmultidões virtuaispor
dc.subjectjogos digitaispor
dc.subjectGPU (Graphics Processing Unit)por
dc.subjectCUDA (Compute Unified Device Architecture)por
dc.subjectUnity3Dpor
dc.subjectTBX (Techbizxccelerator)por
dc.subjectvirtual crowdseng
dc.subjectdigital gameseng
dc.subjectGPU (Graphics Processing Unit)eng
dc.subjectCUDA (Compute Unified Device Architecture)eng
dc.subjectUnity3Deng
dc.subjectTBX (Techbizxccelerator)eng
dc.subject.cnpqCNPQ::ENGENHARIAS::ENGENHARIA ELETRICApor
dc.thumbnail.urlhttp://tede.mackenzie.br/jspui/retrieve/2877/TIAGO%20UNGARO%20BARDELLA.pdf.jpg*
dc.titleOtimização de multidões em jogos digitais utilizando CUDApor
dc.typeDissertaçãopor
local.contributor.board1Silva, Lucianopt_BR
local.contributor.board1Latteshttp://lattes.cnpq.br/7514305376858192por
local.contributor.board2Barcelos, Thiago Schumacherpt_BR
local.contributor.board2Latteshttp://lattes.cnpq.br/0179728954543082por
local.publisher.countryBRpor
local.publisher.departmentEngenharia Elétricapor
local.publisher.initialsUPMpor
local.publisher.programEngenharia Elétricapor
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