16124997
GameOD: an internet based game-on-demand framework
Multiplayer online 3D games are becoming very popular in recent years. However, existing games require the complete game content to be installed prior to game playing. Since the content is usually large in size, it may be difficult to run these games on a PDA or other handheld devices. It also pushes game companies to distribute their games as CDROMs/DVDROMs rather than online downloading. On the other hand, due to network latency, players may perceive discrepant status of some dynamic game objects. In this paper, we present a game-on-demand (GameOD) framework to distribute game content progressively in an on-demand manner. It allows critical contents to be available at the players' machines in a timely fashion. We present a simple distributed synchronization method to allow concurrent players to synchronize their perceived game status. Finally, we show some performance results of the proposed framework.
9839431
VSculpt : a distributed virtual sculpting environment for collaborative design
A collaborative virtual sculpting system supports a team of geographically separated designers/engineers connected by networks to participate in designing three-dimensional (3D) virtual engineering tools or sculptures. It encourages international collaboration at a minimal cost. However, in order for the system to be useful, two factors need to be addressed: intuitiveness and real-time interaction. Although a lot of effort has been put into developing virtual sculpting environments, only limited work addresses collaborative virtual sculpting. This is because in order to support real-time collaborative virtual sculpting, many challenging issues need to be addressed. We propose a collaborative virtual sculpting framework, called VSculpt. Through adapting some techniques we developed earlier and integrating them with some techniques developed here, the proposed framework provides a real-time intuitive environment for collaborative design. In particular, it addresses issues on efficient rendering and transmission of deformable objects, intuitive object deformation using the CyberGlove and concurrent object deformation by multiple clients. We demonstrate and evaluate the performance of the proposed framework through a number of experiments.
41742727
Efficient rendering of deformable objects for real-time applications
Deformable objects can be used to model soft objects such as clothing, human faces and animal characters. They are important as they can improve the realism of the applications. However, most existing hardware accelerators cannot render deformable objects directly. A tessellation process is often used to convert a deformable object into polygons so that the hardware graphics accelerator may render them. Unfortunately, this tessellation process is computationally very expensive. While the object is deforming, the tessellation process needs to be performed repeatedly to convert the deforming objects into polygons. As a result, deformable objects are seldom used in real-time applications such as virtual environments and computer games. Since trimmed NURBS surfaces are often used to represent deformable objects, in this paper we present an efficient method for incremental rendering of deformable trimmed NURBS surfaces. A trimmed NURBS surface typically deforms through the deformation of the trimmed NURBS surface and/or the trimming curve. Our method handles both trimmed surface deformation as well as trimming curve deformation. Experimental results show that our method performs significantly faster than the method used in OpenGL and can be used in real-time applications, such as computer games. Copyright © 2006 John Wiley & Sons, Ltd.
8300930
Browsing digital video
Video in digital format played on programmable devices presents opportunities for significantly enhancing the user's viewing experience. For example, time compression and pause removal can shorten the viewing time for a video, textual and visual indices can allow personalized navigation through the content, and random-access digital storage allows instantaneous seeks into the content. To understand user behavior when such capabilities are available, we built a software video browsing application that combines many such features. We present results from a user study where users browsed video in six different categories: classroom lectures, conference presentations, entertainment shows, news, sports, and travel. Our results show that the most frequently used features were time compression, pause removal, and navigation using shot boundaries. Also, the behavior was different depending on the content type, and we present a classification. Finally, the users found the browser to be very useful. Two main reasons were: i) the ability to save time and ii) the feeling of control over what content they watched.
17450841
An information concierge for the Web
WWW Information Collection, Collaging and Programming (WICCAP) system is a software system for the generation of logical views of web resources, and the extraction of desired information in the form of a structured document. It is designed to enable people to obtain information of interests in a simple and effective manner as well as to make information from the WWW accessible to applications so as to afford automation, inter-operation and Web-awareness among services. A key factor in making this system useful in practice is that it provides tools to automate and facilitate the process of constructing logical representation of websites, to identify and define information of interest, and to retrieving them. In this paper we present the design of the WICCAP system and its two main components, namely Mapping Wizard and Network Extraction Agent.
17981801
Studying storage-recomputation tradeoffs in memory-constrained embedded processing
Fueled by an unprecedented desire for convenience and self-service, consumers are embracing embedded technology solutions that enhance their mobile lifestyles. Consequently, we witness an unprecedented proliferation of embedded/mobile applications. Most of the environments that execute these applications have severe power, performance, and memory space constraints that need to be accounted for. In particular, memory limitations can present serious challenges to embedded software designers. The current solutions to this problem include sophisticated packaging techniques and code optimizations for effective memory utilization. While the first solution is not scalable, the second one is restricted by intrinsic data dependences in the code that prevent code restructuring. In this paper, we explore an alternate approach for reducing memory space requirements of embedded applications. The idea is to re-compute the result of a code block (potentially multiple times) instead of storing it in memory and performing a memory operation whenever needed. The main benefit of this approach is that it reduces memory space requirements, that is, no memory space is reserved for storing the result of the code block in question.
13530819
Exploiting last idle periods of links for network power management
Network power optimization is becoming increasingly important as the sizes of the data manipulated by parallel applications and the complexity of inter-processor data communications are continuously increasing. Several hardware-based schemes have been proposed in the past for reducing network power consumption, either by turning off unused communication links or by lowering voltage/frequency in links with low usage. While the prior research shows that these schemes can be effective in certain cases, they share the common drawback of not being able to predict the link active and idle times very accurately. This paper, instead, proposes a compiler-based scheme that determines the last use of communication links at each loop nest and inserts explicit link turn-off calls in the application source. Specifically, for each loop nest, the compiler inserts a turn-off call per communication link. Each turned-off link is reactivated upon the next access to it. We automated this approach within a parallelizing compiler and applied it to eight array-intensive embedded applications.
2691860
Design and Management of 3D Chip Multiprocessors Using Network-in-Memory
Long interconnects are becoming an increasingly important problem from both power and performance perspectives. This motivates designers to adopt on-chip network-based communication infrastructures and three-dimensional (3D) designs where multiple device layers are stacked together. Considering the trends towards increasing use of chip multiprocessing, it is timely to consider 3D chip multiprocessor design and memory networking issues, especially in the context of data management in large L2 caches. The overall goal of this paper is to study the challenges for L2 design and management in 3D chip multiprocessors. Our first contribution is to propose a router architecture and a topology design that makes use of a network architecture embedded into the L2 cache memory. Our second contribution is to demonstrate, through extensive experiments, that a 3D L2 memory architecture generates much better results than the conventional two-dimensional (2D) designs under different number of layers and vertical (inter-wafer) connections. In particular, our experiments show that a 3D architecture with no dynamic data migration generates better performance than a 2D architecture that employs data migration. This also helps reduce power consumption in L2 due to a reduced number of data movements