2,753 research outputs found

    Specifying and Placing Chains of Virtual Network Functions

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    Network appliances perform different functions on network flows and constitute an important part of an operator's network. Normally, a set of chained network functions process network flows. Following the trend of virtualization of networks, virtualization of the network functions has also become a topic of interest. We define a model for formalizing the chaining of network functions using a context-free language. We process deployment requests and construct virtual network function graphs that can be mapped to the network. We describe the mapping as a Mixed Integer Quadratically Constrained Program (MIQCP) for finding the placement of the network functions and chaining them together considering the limited network resources and requirements of the functions. We have performed a Pareto set analysis to investigate the possible trade-offs between different optimization objectives

    The Iray Light Transport Simulation and Rendering System

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    While ray tracing has become increasingly common and path tracing is well understood by now, a major challenge lies in crafting an easy-to-use and efficient system implementing these technologies. Following a purely physically-based paradigm while still allowing for artistic workflows, the Iray light transport simulation and rendering system allows for rendering complex scenes by the push of a button and thus makes accurate light transport simulation widely available. In this document we discuss the challenges and implementation choices that follow from our primary design decisions, demonstrating that such a rendering system can be made a practical, scalable, and efficient real-world application that has been adopted by various companies across many fields and is in use by many industry professionals today

    Scalable Real-Time Rendering for Extremely Complex 3D Environments Using Multiple GPUs

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    In 3D visualization, real-time rendering of high-quality meshes in complex 3D environments is still one of the major challenges in computer graphics. New data acquisition techniques like 3D modeling and scanning have drastically increased the requirement for more complex models and the demand for higher display resolutions in recent years. Most of the existing acceleration techniques using a single GPU for rendering suffer from the limited GPU memory budget, the time-consuming sequential executions, and the finite display resolution. Recently, people have started building commodity workstations with multiple GPUs and multiple displays. As a result, more GPU memory is available across a distributed cluster of GPUs, more computational power is provided throughout the combination of multiple GPUs, and a higher display resolution can be achieved by connecting each GPU to a display monitor (resulting in a tiled large display configuration). However, using a multi-GPU workstation may not always give the desired rendering performance due to the imbalanced rendering workloads among GPUs and overheads caused by inter-GPU communication. In this dissertation, I contribute a multi-GPU multi-display parallel rendering approach for complex 3D environments. The approach has the capability to support a high-performance and high-quality rendering of static and dynamic 3D environments. A novel parallel load balancing algorithm is developed based on a screen partitioning strategy to dynamically balance the number of vertices and triangles rendered by each GPU. The overhead of inter-GPU communication is minimized by transferring only a small amount of image pixels rather than chunks of 3D primitives with a novel frame exchanging algorithm. The state-of-the-art parallel mesh simplification and GPU out-of-core techniques are integrated into the multi-GPU multi-display system to accelerate the rendering process

    Adaptive microservice scaling for elastic applications

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    Modelling, Synthesis, and Configuration of Networks-on-Chips

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    Effective SAT solving

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    A growing number of problem domains are successfully being tackled by SAT solvers. This thesis contributes to that trend by pushing the state-of-the-art of core SAT algorithms and their implementation, but also in several important application areas. It consists of five papers: the first details the implementation of the SAT solver MiniSat and the other four papers discuss specific issues related to different application domains. In the first paper, catering to the trend of extending and adapting SAT solvers, we present a detailed description of MiniSat, a SAT solver designed for that particular purpose. The description additionally bridges a gap between theory and practice, serving as a tutorial on modern SAT solving algorithms. Among other things, we describe how to solve a series of related SAT problems efficiently, called incremental SAT solving. For finding finite first order models the MACE-style method that is based on SAT solving is well-known. In the second paper we improve the basic method with several techniques that can be loosely classified as either transformations that make the reduction to SAT result in fewer clauses or techniques that are designed to speed up the search of the SAT solver. The resulting tool, called Paradox, won the SAT/Models division of the CASC competition in 2003 and has not been beaten since by a single general purpose model finding tool. In the last decade the interest in methods for safety property verification that are based on SAT solving has been steadily growing. One example of such a method is temporal induction. The method requires a sequence of increasingly stronger induction proofs to be performed. In the third paper we show how this sequence of proofs can be solved efficiently using incremental SAT solving. The last two papers consider two frequently occurring types of encodings: (1) the problem of encoding circuits into CNF, and (2) encoding 0-1 integer linear programming into CNF and how to use incremental SAT to solve the intended ptimization problem. There are several encoding patterns that occur over and over again in this thesis but also elsewhere. The most noteworthy are: incremental SAT, lazy encoding of constraints, and bit-wise encoding of arithmetic influenced by hardware designs for adders and multipliers. The general conclusion is: deploying SAT solvers effectively requires implementations that are efficient, yet easily adaptable to specific application needs. Moreover, to get the best results, it is worth spending effort to make sure that one uses the best codings possible for an application. However, it is important to note that this is not absolutely necessary. For some applications naive problem codings work just fine which is indeed part of the appeal of using SAT solving

    Design of testbed and emulation tools

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    The research summarized was concerned with the design of testbed and emulation tools suitable to assist in projecting, with reasonable accuracy, the expected performance of highly concurrent computing systems on large, complete applications. Such testbed and emulation tools are intended for the eventual use of those exploring new concurrent system architectures and organizations, either as users or as designers of such systems. While a range of alternatives was considered, a software based set of hierarchical tools was chosen to provide maximum flexibility, to ease in moving to new computers as technology improves and to take advantage of the inherent reliability and availability of commercially available computing systems

    Example-Based Urban Modeling

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    The manual modeling of virtual cities or suburban regions is an extremely time-consuming task, which expects expert knowledge of different fields. Existing modeling tool-sets have a steep learning curve and may need special education skills to work with them productively. Existing automatic methods rely on rule sets and grammars to generate urban structures; however, their expressiveness is limited by the rule-sets. Expert skills are necessary to typeset rule sets successfully and, in many cases, new rule-sets need to be defined for every new building style or street network style. To enable non-expert users, the possibility to construct urban structures for individual experiments, this work proposes a portfolio of novel example-based synthesis algorithms and applications for the controlled generation of virtual urban environments. The notion example-based denotes here that new virtual urban environments are created by computer programs that re-use existing digitized real-world data serving as templates. The data, i.e., street networks, topography, layouts of building footprints, or even 3D building models, necessary to realize the envisioned task is already publicly available via online services. To enable the reuse of existing urban datasets, novel algorithms need to be developed by encapsulating expert knowledge and thus allow the controlled generation of virtual urban structures from sparse user input. The focus of this work is the automatic generation of three fundamental structures that are common in urban environments: road networks, city block, and individual buildings. In order to achieve this goal, the thesis proposes a portfolio of algorithms that are briefly summarized next. In a theoretical chapter, we propose a general optimization technique that allows formulating example-based synthesis as a general resource-constrained k-shortest path (RCKSP) problem. From an abstract problem specification and a database of exemplars carrying resource attributes, we construct an intermediate graph and employ a path-search optimization technique. This allows determining either the best or the k-best solutions. The resulting algorithm has a reduced complexity for the single constraint case when compared to other graph search-based techniques. For the generation of road networks, two different techniques are proposed. The first algorithm synthesizes a novel road network from user input, i.e., a desired arterial street skeleton, topography map, and a collection of hierarchical fragments extracted from real-world road networks. The algorithm recursively constructs a novel road network reusing these fragments. Candidate fragments are inserted into the current state of the road network, while shape differences will be compensated by warping. The second algorithm synthesizes road networks using generative adversarial networks (GANs), a recently introduced deep learning technique. A pre- and postprocessing pipeline allows using GANs for the generation of road networks. An in-depth evaluation shows that GANs faithfully learn the road structure present in the example network and that graph measures such as area, aspect ratio, and compactness, are maintained within the virtual road networks. To fill empty city blocks in road networks we propose two novel techniques. The first algorithm re-uses real-world city blocks and synthesizes building footprint layouts into empty city blocks by retrieving viable candidate blocks from a database. We evaluate the algorithm and synthesize a multitude of city block layouts reusing real-world building footprint arrangements from European and US-cities. In addition, we increase the realism of the synthesized layouts by performing example-based placement of 3D building models. This technique is evaluated by placing buildings onto challenging footprint layouts using different example building databases. The second algorithm computes a city block layout, resembling the style of a real-world city block. The original footprint layout is deformed to construct a textit{guidance map}, i.e., the original layout is transferred to a target city block using warping. This guidance map and the original footprints are used by an optimization technique that computes a novel footprint layout along the city block edges. We perform a detailed evaluation and show that using the guidance map allows transferring of the original layout, locally as well as globally, even when the source and target shapes drastically differ. To synthesize individual buildings, we use the general optimization technique described first and formulate the building generation process as a resource-constrained optimization problem. From an input database of annotated building parts, an abstract description of the building shape, and the specification of resource constraints such as length, area, or a number of architectural elements, a novel building is synthesized. We evaluate the technique by synthesizing a multitude of challenging buildings fulfilling several global and local resource constraints. Finally, we show how this technique can even be used to synthesize buildings having the shape of city blocks and might also be used to fill empty city blocks in virtual street networks. All algorithms presented in this work were developed to work with a small amount of user input. In most cases, simple sketches and the definition of constraints are enough to produce plausible results. Manual work is necessary to set up the building part databases and to download example data from mapping services available on the Internet
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