2021
Authors
Cardoso, JMP; DeHon, A; Pozzi, L;
Publication
IEEE TRANSACTIONS ON COMPUTERS
Abstract
The papers in this special section focus on compiler optimization for FPGA-based systems. Reconfigurable computing (RC) is growing in importance in many computing domains and systems, from embedded, mobile to cloud, and high-performance computing. We have witnessed important advancements regarding the programming of RC-based systems, but further improvements are needed, especially regarding efficient techniques for automatic mapping of computations described in high-level languages to the RC resources. The resources of high-end FPGAs allow these devices to implement complex Systemson-a-Chip (SoCs) and substantial computational components of software applications, e.g., when used as hardware accelerators and/or as more energy-efficient computing platforms. This, however, increases the continuous need for efficient compilers targeting FPGAs, and other RC platforms, from high-level programming languages.
2021
Authors
Vitali, E; Gadioli, D; Palermo, G; Golasowski, M; Bispo, J; Pinto, P; Martinovic, J; Slaninova, K; Cardoso, JMP; Silvano, C;
Publication
IEEE TRANSACTIONS ON EMERGING TOPICS IN COMPUTING
Abstract
Incorporating speed probability distribution to the computation of the route planning in car navigation systems guarantees more accurate and precise responses. In this paper, we propose a novel approach for selecting dynamically the number of samples used for the Monte Carlo simulation to solve the Probabilistic Time-Dependent Routing (PTDR) problem, thus improving the computation efficiency. The proposed method is used to determine in a proactive manner the number of simulations to be done to extract the travel-time estimation for each specific request, while respecting an error threshold as output quality level. The methodology requires a reduced effort on the application development side. We adopted an aspect-oriented programming language (LARA) together with a flexible dynamic autotuning library (mARGOt) respectively to instrument the code and to make decisions on tuning the number of samples to improve the execution efficiency. Experimental results demonstrate that the proposed adaptive approach saves a large fraction of simulations (between 36 and 81 percent) with respect to a static approach, while considering different traffic situations, paths and error requirements. Given the negligible runtime overhead of the proposed approach, the execution-time speedup is between 1.5x and 5.1x. This speedup is reflected at the infrastructure-level in terms of a reduction of 36 percent of the computing resources needed to support the whole navigation pipeline.
2021
Authors
Boldt T.;
Publication
ACM International Conference Proceeding Series
Abstract
2021
Authors
Ferreira, J; Mendes, D; Nobrega, R; Rodrigues, R;
Publication
2021 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2021)
Abstract
We present VR Designer, a tool for expediting the creation 3D scenes inside VR. It uses controllers and voice commands to create and manipulate primitives and objects imported from openly available repositories. We use modifiers to accelerate repetitive tasks, resorting to procedural content creation techniques to automate the workflow. The tool allows non-expert users to quickly create scenes for contexts such as training or education. We also conducted a user study to validate VR Designer.
2021
Authors
Pinho, F; Nóbrega, R; Rodrigues, R;
Publication
International Conference on Graphics and Interaction, ICGI 2021, Porto, Portugal, November 4-5, 2021
Abstract
Immersive Interactive 360° videos, experienced through Head-Mounted Displays (HMD), constitute a particular case of VR applications for which it is relatively easy to record content nowadays, and that can be explored as a game format. We therefore explore the idea of using live action 360° videos as the basis for immersive adventure games. In particular, we explore possible interactions in immersive adventure games based on 360° videos, in terms of game elements and mechanics, and the player's interface with those. To support this, we developed a browser-based framework for creating such games, and conducted a user study with a game created specifically for that purpose. The results obtained indicate a high level of satisfaction with the chosen control schemes and game mechanics, and suggest that the framework can be used to create this kind of experience.
2021
Authors
Statham, N; Jacob, J; Fridenfalk, M; Rodrigues, R;
Publication
Entertainment Computing - ICEC 2021 - 20th IFIP TC 14 International Conference, ICEC 2021, Coimbra, Portugal, November 2-5, 2021, Proceedings
Abstract
Existing architectural locations are often recreated in games using unique “hero” meshes instead of modular assets, which in these cases are commonly perceived as too limited or inaccurate. This applies to real-world locations or, as in this case study, transmedia locations. This study proposes that hero meshes are not always necessary and that modular assets have the potential to recreate even complex architecture. The paper presents a set of development steps for modular assets for game environment art according to a game design lifecycle, and proceeds to demonstrate its potential via a case study. The case study focuses on planning and designing steps; these preliminary results indicate that, when well-designed, modular assets have the potential to recreate complex architectural locations without requiring extensive use of hero meshes. Adopting modular assets instead of hero meshes could potentially reduce the cost and development time of environment art for transmedia games and games featuring real-world architectural locations, as well as increase the reusability of such assets. © 2021, IFIP International Federation for Information Processing.
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