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@ -74,7 +74,7 @@ Originally, these subroutines were used to calculate light levels, darkness, col
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Thus, these programs were promptly named as [shaders](https://en.wikipedia.org/wiki/Shader).
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Modern GPUs are designed to break down their workload into smaller sized problems, which in turn are processed simultaneously in the many computing units of the card (entities akin to cores in a CPU).
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The reason for this design choice is simply because parallelisation is a very efficient scheme to process computer graphics, since a single instruction is capable of operating over many components of data at the same time, such as the vertices and textures of a 3D scene, thus increasing the throughput of information (especially when compared against the performance of performing the same operations in a CPU).
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The reason for this design choice is simply because parallelisation is a very efficient scheme to process computer graphics, since a single instruction is capable of operating over many components of data at the same time, such as the vertices and textures of a 3D scene, thus increasing the throughput of information, especially when compared against the performance of performing the same operations in a CPU.
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But their potential isn't limited to just these functions.
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It is possible to write programs that won't necessarily operate over graphics, yet still benefit from these characteristics.
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This is known as `GPGPU` - [General-purpose computing on graphics processing units](https://en.wikipedia.org/wiki/General-purpose_computing_on_graphics_processing_units) - and it's intended to be used when there is a problem that can be separate into a number of parallel tasks in order to be processed more efficiently. These problems are commonly called `embarrassingly parallel problems`.
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