5 minutes ago, Steve_Segreto said:
I know a lot of R+D focuses on using consumer grade GPGPU computing for existing massively parallel problem spaces, such as weather forecasting, etc, which would traditionally require super computer clusters on the scale of Los Alamos National Labs. Perhaps you could identify some existing problem like that and figure out how to use GPGPU computing to approximate reasonable solutions with less silicon?
Sorry i didn't mention at first, but i am talking about real-time rendering focused on game development and not on parallel processing using GPUs. For instance ambient occlusion , volumetric lighting , anti-aliasing. Problems focused on graphics and not on processing problems(irrelevant to computer graphics) which can be solved parallel in GPGPUs with CUDA for example. Also i want to work on low level programming and not on hardware optimization