Designing and programming the emotion engine
Oka, M.
Suzuoki, M.
Sony Comput. Entertainment, Tokyo, Japan;
This paper appears in: Micro, IEEE
Publication Date: Nov/Dec 1999
Volume: 19,
Issue: 6
On page(s): 20-28
ISSN: 0272-1732
References Cited: 6
CODEN: IEMIDZ
INSPEC Accession Number: 6461900
Digital Object Identifier: 10.1109/40.809374
Current Version Published: 2002-08-06
Abstract
Emotion synthesis requires a huge amount of calculation for the
physical and thought simulation needed to generate human emotional
representation with realistic computer graphics output. To achieve this,
the emotion engine main processor contains three independent
floating-point processors. A home entertainment computer, the so-called
consumer video game, requires perfect compatibility in its parts. The
console cannot change its functions or performance during its lifetime.
As all CD disks can be played on all CD players, all application titles
must execute on all versions of the console. For this tight
compatibility, no specification change, including frequency improvement,
is allowed. Considering this, we have developed a new entertainment
computer system designed to provide the highest performance. We adopted
the latest technology and the most advanced manufacturing technology in
the early design stages to secure a long product life with the same high
performance. Our new architecture runs geometry engines in parallel and
allows two or more processors to share the same rendering engine through
time sharing. This approach sets the rendering engines in parallel. We
describe the architecture of our system, the programming paradigm, and a
programming example on this processor
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