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CS 194 Research Results

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Explore a currently proposed dedicated physics architecture, ParallAX. ... Hard coding in the ParallAX topology into SESC. Initial Project: Difficulties ... – PowerPoint PPT presentation

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Title: CS 194 Research Results


1
CS 194 Research Results
  • Paul Salzman
  • Advisor Professor Glenn Reinman
  • Winter 2007 - Spring 2007

2
Outline
  • Motivation
  • Initial Project Polymorphism
  • Idea
  • Progress and Problems
  • Final Project Object Level Locality
  • Idea
  • Previous Work
  • Methodology
  • Results

3
Motivation Interactive Entertainment
  • Simulates virtual worlds with objects and
    characters that interact.
  • Large computational requirements with the
    increasing demand for realism.
  • Interactions previously relied on predefined
    animations.
  • Real time physics engines currently used to
    dynamically calculate interactions.
  • These systems can use all the performance boosts
    possible to make them more feasible.

4
Initial Project Polymorphism
  • Explore a currently proposed dedicated physics
    architecture, ParallAX.
  • Explore how different facets of interactive
    entertainment can be applied to a dedicated
    architecture.

5
Initial Project Progress
  • Investigating SESC as a viable architectural
    simulator.
  • Creating an architecture with heterogeneous cores
    in SESC.
  • Hard coding in the ParallAX topology into SESC.

6
Initial Project Difficulties
  • Lack of up to date simulator documentation.
  • Key out-of-the-box simulator feature, network
    communication latency modeler, removed without
    mention.
  • Simulator construction occupying far too much
    time.

7
Initial Project Experience
  • Working in a large, open-source code base with
    bad documentation.
  • Academic and industry research projects do not
    always end successfully.
  • Learn when to pursue a new idea.

8
Object Level Locality in Real-Time Physics
Applications
  • Idea Objects in motion stay in motion.
  • Can this lend to locality at the object level in
    physics simulation?
  • If so, how can this be harness to speed up
    real-time physics simulation?

9
Value Prediction in Physics Simulation
  • We will observing load values pertaining to
    physical objects in the simulator.
  • Loads are long latency instructions.
  • Accurately predicting loads can increase
    instruction level parallelism and in turn
    performance.

10
Instruction Level Parallelism (ILP)
  • Independent instructions can be executed
    simultaneously.
  • Data dependencies prevent the processor from
    working on the chain of dependent instructions.
  • Predictions allow the processor to attempt useful
    work past data dependencies.

11
Previous Work
  • Value Prediction has been shown as a viable
    option for performance enhancement.
  • Various implementations of value predictors have
    been explored.
  • Methods to improve which instructions to predict
    and how to predict with confidence.
  • Correlations between High-Level information and
    lower level locality have been found

12
Methodology
  • Profile object info in a real-time physics
    simulator
  • Observe locality in values associated with
    physical objects
  • Construct predictors based on the locality
    information
  • Observe the performance of these predictors

13
Open Dynamics Engine (ODE)
  • Open source physics engine.
  • Used commercially on the PC, XBOX 360, and other
    IE platforms.
  • Large code library, hone in on hotspot functions
    using gprof.
  • Use a complex benchmark to exercise the physics
    engines functionality.

14
Benchmark
  • Many entities in the enviornment.
  • Collisions between multitudes of stacked boxes,
    rigid bodies, and rag doll constraint humanoid
    objects.
  • Used with permission from Dr. Thomas Yeh.

15
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16
Profiling ODE
  • gprof utility
  • Place trace code in the hotspot function
  • Track each objects values
  • Associate values with the objects id (address)
  • Maintain an index via the PC as well as with the
    (PC XOR object id)
  • Maintain chronological order

17
Observing and Analyzing Locality
  • Parse through the trace code observing locality
    with respect to the two indexing methods.
  • Check for adjacent values
  • Stride values
  • Trivial values (0,1,-1)

18
Constructing/Analyzing Predictors
  • Use the locality data to construct pertinent
    predictors.
  • Run the various predictors through the trace data
    to observe their performance.

19
ODE Hotspots
  • 43 dBoxBox - Bounding Box collision function
  • 18 collideAABBs General geometric collision
    function
  • These two functions were chosen to profile.
  • The load instructions observed scale up to 40
    (rough value)

20
Locality Results
  • Charts

21
Locality Results
  • Charts

22
Locality Results
  • Adjacent values appear very often.
  • Stride values do not appear (intuitively runs
    with the idea of a physical object)
  • Trivial values appear in varying forms across the
    functions.
  • Different trivial values may appear for different
    physics engines.

23
Predictor Construction
  • Adjacent Values
  • Last Value Predictor
  • Simple Implementation,
  • Finite Context Method Predictor (FCM)
  • Maintains small table of previous values
  • Tracks appearance of tables values
  • Chooses most likely candidate
  • Trivial Values
  • 0 and -1 predictors.
  • Extremely simply implementation.

24
Predictor Construction (contd)
  • Same two functions will be profiled.
  • The predictors will be indexed in the same
    fashion as the locality data
  • By PC
  • By (PC XOR object ID)
  • No limit will be placed on the size of the
    predictor tables
  • Avoids constructive and destructive aliasing.

25
Predictor Results
26
Predictor Results
27
Predictor Results
  • FCM2 appears to function most accurately.
  • Predictors indexed by (PC XOR object ID) act
    exactly as zero value predictors
  • By convention, a predictor that has not seen a
    value will guess zero.
  • As expected, trivial value predictors have hit
    rates equal to the appearance of their trivial
    values in the locality data.

28
Summary Objects in Motion
  • Object level locality does appear in real-time
    physics simulators.
  • This data can be leveraged by further research to
    increase ILP in IE architecture.
  • Next Step Pursuing the connection between the
    high-level data to architecture.

29
References
  • 1 Brad Calder, Glenn Reinman, and Dean Tullsen.
    Selective Value Prediction. In 26th International
    Symposium on Computer Architecture, May 1999
  • 2 Mikko Lipasti, Christopher Wilkerson, and
    John Shen. Value locality and load value
    prediction. In Seventh International Conference
    on Architectural Support for Programming
    Languages and Operating Systems, 1996.
  • 3 Open Dynamics Engine. http//ode.org/.
  • 4 Yiannak Sazeides and James E. Smith. The
    predictability of data values. In 30th
    International Symposium on Microarchitecture,
    pages 248-258, December1997.
  • 5 Thomas Y. Yeh, Petros Faloutsos, and Glenn
    Reinman. Accelerating Real-Time Physics
    Simulation by Leveraging High-Level Information.
    In UCLA CSD-TR 060023, 2006.
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