
VI
Compute
Graphics processing units are becoming more capable every year of processing
general purpose calculations. The new console generation is able to execute com-
pute tasks asynchronously. The game industry re-thinks traditional algorithms
to utilize the thread group shared memory or the on-chip cache in better ways
and sees substantial gains in performance.
The Compute section starts with the chapter by Dongsoo Han, “Hair Simula-
tion in TressFX.” It describes the simulation algorithms used in the game Tomb
Raider to animate Lara Croft’s hair and in the AMD demo Ruby. TressFX can
simulate 19,000 strands of hair, consisting of 0.22 million vertices ...