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Fool me twice: Exploring and exploiting error tolerance in physics-based animation

Fool me twice: Exploring and exploiting error tolerance in physics-based animation Fool Me Twice: Exploring and Exploiting Error Tolerance in Physics-Based Animation THOMAS Y. YEH IEnteractive Research and Technology GLENN REINMAN University of California, Los Angeles SANJAY J. PATEL University of Illinois at Urbana-Champaign and PETROS FALOUTSOS University of California, Los Angeles The error tolerance of human perception offers a range of opportunities to trade numerical accuracy for performance in physics-based simulation. However, most prior work on perceptual error tolerance either focus exclusively on understanding the tolerance of the human visual system or burden the application developer with case-speci c implementations such as Level-of-Detail (LOD) techniques. In this article, based on a detailed set of perceptual metrics, we propose a methodology to identify the maximum error tolerance of physics simulation. Then, we apply this methodology in the evaluation of four case studies. First, we utilize the methodology in the tuning of the simulation timestep. The second study deals with tuning the iteration count for the LCP solver. Then, we evaluate the perceptual quality of Fast Estimation with Error Control (FEEC) [Yeh et al. 2006]. Finally, we explore the hardware optimization technique of precision reduction. Categories and Subject Descriptors: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism ”Animation; I.3.6 [Computer Graphics]: http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png ACM Transactions on Graphics (TOG) Association for Computing Machinery

Fool me twice: Exploring and exploiting error tolerance in physics-based animation

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References (31)

Publisher
Association for Computing Machinery
Copyright
Copyright © 2009 by ACM Inc.
ISSN
0730-0301
DOI
10.1145/1640443.1640448
Publisher site
See Article on Publisher Site

Abstract

Fool Me Twice: Exploring and Exploiting Error Tolerance in Physics-Based Animation THOMAS Y. YEH IEnteractive Research and Technology GLENN REINMAN University of California, Los Angeles SANJAY J. PATEL University of Illinois at Urbana-Champaign and PETROS FALOUTSOS University of California, Los Angeles The error tolerance of human perception offers a range of opportunities to trade numerical accuracy for performance in physics-based simulation. However, most prior work on perceptual error tolerance either focus exclusively on understanding the tolerance of the human visual system or burden the application developer with case-speci c implementations such as Level-of-Detail (LOD) techniques. In this article, based on a detailed set of perceptual metrics, we propose a methodology to identify the maximum error tolerance of physics simulation. Then, we apply this methodology in the evaluation of four case studies. First, we utilize the methodology in the tuning of the simulation timestep. The second study deals with tuning the iteration count for the LCP solver. Then, we evaluate the perceptual quality of Fast Estimation with Error Control (FEEC) [Yeh et al. 2006]. Finally, we explore the hardware optimization technique of precision reduction. Categories and Subject Descriptors: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism ”Animation; I.3.6 [Computer Graphics]:

Journal

ACM Transactions on Graphics (TOG)Association for Computing Machinery

Published: Dec 15, 2009

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