10 research outputs found

    Análise de desempenho de render farm baseada em loki render

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    O presente trabalho apresenta um estudo de desempenho de uma render farm baseada na ferramenta de distribuição de processamento gráfico Loki Render. A princípio é apresentada a conceitualização teórica de computação distribuída, visto que a ferramenta estudada se apoia nesta arquitetura. Em um segundo momento o trabalho lista as ferramentas envolvidas neste processo, tanto a ferramenta principal quanto as pré-requeridas por ela e demonstra os dados dos diversos testes de desempenho realizados na render farm já implementada. Por fim há uma ponderação dos dados colhidos demonstrando pontos fortes e fracos da arquitetura e da ferramenta, de forma que possa contribuir para futuros estudos sobre a viabilidade de implantação de um cluster de renderização

    Enabling High Data Throughput in Desktop Grids Through Decentralized Data and Metadata Management: The BlobSeer Approach

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    International audienceWhereas traditional Desktop Grids rely on centralized servers for data management, some recent progress has been made to enable distributed, large in- put data, using to peer-to-peer (P2P) protocols and Content Distribution Networks (CDN). We make a step further and propose a generic, yet efficient data storage which enables the use of Desktop Grids for applications with high output data re- quirements, where the access grain and the access patterns may be random. Our solution builds on a blob management service enabling a large number of con- current clients to efficiently read/write and append huge data that are fragmented and distributed at a large scale. Scalability under heavy concurrency is achieved thanks to an original metadata scheme using a distributed segment tree built on top of a Distributed Hash Table (DHT). The proposed approach has been imple- mented and its benefits have successfully been demonstrated within our BlobSeer prototype on the Grid'5000 testbed

    How to Build an Open Source Render Farm based on Desktop Grid Computing

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    This paper presents an experiment on how to implement a Grid-based High Performance Computing solution using existing resources typically available in a teaching or research laboratory. A cost-effective solution is proposed based on open source software components, and, where appropriate, our own software solutions, for large scientific applications in the public sector such as universities and research institutes. In such institutions, classical solutions for HPC are often not affordable, yet they usually have at their disposal a large number of machines that can be utilised. The Department of Informatics at University of Sussex, for example, has just installed 150 new Core2 Duo machines across 3 laboratories. By scaling this number up across the whole University, it can result a large potential computing resource for utilization. Typical processor usage rates are often somewhere between 10% and 20% (i.e. user-generated processes) for most machines. This paper proposes a solution that exploits the remaining 80% to 90% processor power through consumption of available computer idle time without disturbing current users. To achieve this goal, the open source Condor High Throughput Computing software was selected and implemented as a desktop Grid computing solution. This paper presents our experiences in finding a solution so that other institutions can develop similar Grid solutions for their own large scientific experiments, taking advantage of their existing resources. The implementation of our solution is analyzed in the context of building a render farm

    How to Build an Open Source Render Farm based on Desktop Grid Computing

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    Reanimating cultural heritage through digital technologies

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    Digital technologies are becoming extremely important for web-based cultural heritage applications. This thesis presents novel digital technology solutions to 'access and interact' with digital heritage objects and collections. These innovative solutions utilize service orientation (web services), workflows, and social networking and Web 2.0 mashup technologies to innovate the creation, interpretation and use of collections dispersed in a global museumscape, where community participation is achieved through social networking. These solutions are embedded in a novel concept called Digital Library Services for Playing with Shared Heritage (DISPLAYS). DISPLAYS is concerned with creating tools and services to implement a digital library system, which allows the heritage community and museum professionals alike to create, interpret and use digital heritage content in visualization and interaction environments using web technologies based on social networking. In particular, this thesis presents a specific implementation of DISPLAYS called the Reanimating Cultural Heritage system, which is modelled on the five main functionalities or services defined in the DISPLAYS architecture, content creation, archival, exposition, presentation and interaction, for handling digital heritage objects. The main focus of this thesis is the design of the Reanimating Cultural Heritage system's social networking functionality that provides an innovative solution for integrating community access and interaction with the Sierra Leone digital heritage repository composed of collections from the British Museum, Glasgow Museums and Brighton Museum and Art Gallery. The novel use of Web 2.0 mashups in this digital heritage repository also allows the seamless integration of these museum collections to be merged with user or community generated content, while preserving the quality of museum collections data. Finally, this thesis tests and evaluates the usability of the Reanimating Cultural Heritage social networking system, in particular the suitability of the digital technology solution deployed. Testing is performed with a user group composed of several users, and the results obtained are presented

    Content rendering and interaction technologies for digital heritage systems

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    Existing digital heritage systems accommodate a huge amount of digital repository information; however their content rendering and interaction components generally lack the more interesting functionality that allows better interaction with heritage contents. Many digital heritage libraries are simply collections of 2D images with associated metadata and textual content, i.e. little more than museum catalogues presented online. However, over the last few years, largely as a result of EU framework projects, some 3D representation of digital heritage objects are beginning to appear in a digital library context. In the cultural heritage domain, where researchers and museum visitors like to observe cultural objects as closely as possible and to feel their existence and use in the past, giving the user only 2D images along with textual descriptions significantly limits interaction and hence understanding of their heritage. The availability of powerful content rendering technologies, such as 3D authoring tools to create 3D objects and heritage scenes, grid tools for rendering complex 3D scenes, gaming engines to display 3D interactively, and recent advances in motion capture technologies for embodied immersion, allow the development of unique solutions for enhancing user experience and interaction with digital heritage resources and objects giving a higher level of understanding and greater benefit to the community. This thesis describes DISPLAYS (Digital Library Services for Playing with Shared Heritage Resources), which is a novel conceptual framework where five unique services are proposed for digital content: creation, archival, exposition, presentation and interaction services. These services or tools are designed to allow the heritage community to create, interpret, use and explore digital heritage resources organised as an online exhibition (or virtual museum). This thesis presents innovative solutions for two of these services or tools: content creation where a cost effective render grid is proposed; and an interaction service, where a heritage scenario is presented online using a real-time motion capture and digital puppeteer solution for the user to explore through embodied immersive interaction their digital heritage

    The application of workflows to digital heritage systems

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    Digital heritage systems usually handle a rich and varied mix of digital objects, accompanied by complex and intersecting workflows and processes. However, they usually lack effective workflow management within their components as evident in the lack of integrated solutions that include workflow components. There are a number of reasons for this limitation in workflow management utilization including some technical challenges, the unique nature of each digital resource and the challenges imposed by the environments and infrastructure in which such systems operate. This thesis investigates the concept of utilizing Workflow Management Systems (WfMS) within Digital Library Systems, and more specifically in online Digital Heritage Resources. The research work conducted involved the design and development of a novel experimental WfMS to test the viability of effective workflow management on the complex processes that exist in digital library and heritage resources. This rarely studied area of interest is covered by analyzing evolving workflow management technologies and paradigms. The different operational and technological aspects of these systems are evaluated while focusing on the areas that traditional systems often fail to address. A digital heritage resource was created to test a novel concept called DISPLAYS (Digital Library Services for Playing with Antiquity and Shared Heritage), which provides digital heritage content: creation, archival, exposition, presentation and interaction services for digital heritage collections. Based on DISPLAYS, a specific digital heritage resource was created to validate its concept and, more importantly, to act as a test bed to validate workflow management for digital heritage resources. This DISPLAYS type system implementation was called the Reanimating Cultural Heritage resource, for which three core components are the archival, retrieval and presentation components. To validate workflow management and its concepts, another limited version of these reanimating cultural heritage components was implemented within a workflow management host to test if the workflow technology is a viable choice for managing control and dataflow within a digital heritage system: this was successfully proved

    High-fidelity rendering on shared computational resources

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    The generation of high-fidelity imagery is a computationally expensive process and parallel computing has been traditionally employed to alleviate this cost. However, traditional parallel rendering has been restricted to expensive shared memory or dedicated distributed processors. In contrast, parallel computing on shared resources such as a computational or a desktop grid, offers a low cost alternative. But, the prevalent rendering systems are currently incapable of seamlessly handling such shared resources as they suffer from high latencies, restricted bandwidth and volatility. A conventional approach of rescheduling failed jobs in a volatile environment inhibits performance by using redundant computations. Instead, clever task subdivision along with image reconstruction techniques provides an unrestrictive fault-tolerance mechanism, which is highly suitable for high-fidelity rendering. This thesis presents novel fault-tolerant parallel rendering algorithms for effectively tapping the enormous inexpensive computational power provided by shared resources. A first of its kind system for fully dynamic high-fidelity interactive rendering on idle resources is presented which is key for providing an immediate feedback to the changes made by a user. The system achieves interactivity by monitoring and adapting computations according to run-time variations in the computational power and employs a spatio-temporal image reconstruction technique for enhancing the visual fidelity. Furthermore, algorithms described for time-constrained offline rendering of still images and animation sequences, make it possible to deliver the results in a user-defined limit. These novel methods enable the employment of variable resources in deadline-driven environments

    High-fidelity graphics using unconventional distributed rendering approaches

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    High-fidelity rendering requires a substantial amount of computational resources to accurately simulate lighting in virtual environments. While desktop computing, with the aid of modern graphics hardware, has shown promise in delivering realistic rendering at interactive rates, real-time rendering of moderately complex scenes is still unachievable on the majority of desktop machines and the vast plethora of mobile computing devices that have recently become commonplace. This work provides a wide range of computing devices with high-fidelity rendering capabilities via oft-unused distributed computing paradigms. It speeds up the rendering process on formerly capable devices and provides full functionality to incapable devices. Novel scheduling and rendering algorithms have been designed to best take advantage of the characteristics of these systems and demonstrate the efficacy of such distributed methods. The first is a novel system that provides multiple clients with parallel resources for rendering a single task, and adapts in real-time to the number of concurrent requests. The second is a distributed algorithm for the remote asynchronous computation of the indirect diffuse component, which is merged with locally-computed direct lighting for a full global illumination solution. The third is a method for precomputing indirect lighting information for dynamically-generated multi-user environments by using the aggregated resources of the clients themselves. The fourth is a novel peer-to-peer system for improving the rendering performance in multi-user environments through the sharing of computation results, propagated via a mechanism based on epidemiology. The results demonstrate that the boundaries of the distributed computing typically used for computer graphics can be significantly and successfully expanded by adapting alternative distributed methods
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