The case for a single-chip multiprocessor
Proceedings of the seventh international conference on Architectural support for programming languages and operating systems
Value locality and load value prediction
Proceedings of the seventh international conference on Architectural support for programming languages and operating systems
ISCA '99 Proceedings of the 26th annual international symposium on Computer architecture
Perceptual metrics for character animation: sensitivity to errors in ballistic motion
ACM SIGGRAPH 2003 Papers
Hybrid Control for Interactive Character Animation
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Obscuring length changes during animated motion
ACM SIGGRAPH 2004 Papers
Multithreaded Value Prediction
HPCA '05 Proceedings of the 11th International Symposium on High-Performance Computer Architecture
Power Efficient Processor Architecture and The Cell Processor
HPCA '05 Proceedings of the 11th International Symposium on High-Performance Computer Architecture
Fuzzy Memoization for Floating-Point Multimedia Applications
IEEE Transactions on Computers
Dynamic response for motion capture animation
ACM SIGGRAPH 2005 Papers
MiBench: A free, commercially representative embedded benchmark suite
WWC '01 Proceedings of the Workload Characterization, 2001. WWC-4. 2001 IEEE International Workshop
ParallAX: an architecture for real-time physics
Proceedings of the 34th annual international symposium on Computer architecture
3D edutainment environment: learning physics through VR/AR experiences
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Fool me twice: Exploring and exploiting error tolerance in physics-based animation
ACM Transactions on Graphics (TOG)
Accelerating physics in large, continuous virtual environments
Concurrency and Computation: Practice & Experience
Parallel computing of 3D smoking simulation based on OpenCL heterogeneous platform
The Journal of Supercomputing
Interactive physical simulation on multicore architectures
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
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Interactive entertainment has long been one of the driving factors behind architectural innovation, pushing the boundaries of computing to achieve ever more realistic virtual experiences. Future entertainment applications will feature robust physics modeling to enable on-the-fly content creation. However, application designers must provide at least 30 graphical frames per second to provide the illusion of visual continuity. This constraint directly impacts the physics engine, which must deliver the results of physical interactions in the virtual world at a fraction of this frame rate. With more sophisticated applications combining massive numbers of complex entities, the cost of robust physics simulation will easily exceed the capability of today's most power machines.This work explores the characteristics of real-time physics simulation, and proposes a suite of future-thinking benchmarks stressing different situations that represent the demands of future interactive entertainment. With this suite, we then explore techniques to help meet these demands, including parallel execution, a fast estimation approach that self-regulates error, and a value prediction technique that is allowed to get "close enough" to the real value. We demonstrate that parallel execution together with the proposed fast estimation approach can satisfy the demands of nearly all of the PhysicsBench suite.