Future interactive entertainment applications will featurethe physical simulation of thousands of interacting objectsusing explosions, breakable objects, and cloth effects. Whilethese applications require a tremendous amount of performanceto satisfy the minimum frame rate of 30 FPS, there is a dramatic amount of parallelism in future physics workloads.How will future physics architectures leverage parallelismto achieve the real-time constraint?.
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Yeh et al. (2007) studied this question.
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