103,142 research outputs found

    Portable Asteroids on Hypercube Or Transputers

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    A multi-player 3D Asteroids video game designed to be used as a testbed for evaluating controller algorithms was described in [l.] The original version of the game and a separate interactive 3D graphics interface for a human player were implemented, based on CrOS III and VERTEX, on an NCUBE-l hypercube equipped with a parallel Real-Time Graphics board. The Asteroids and interactive graphics interface programs are examples of parallel programs which communicate with each other in a space-shared multi-processor environment. We have successfully ported the Asteroids and the interactive graphics interface to run on NCUBE using ParaSoft EXPRESS. The new version of these programs were further ported to run on a SUN 386i with an add-on Transputer board. We present general design considerations that enable easy migration of communicating parallel programs to any other hardware platform that runs EXPRESS. We also report specific experience of porting Asteroids and an associated interactive player interface program on an NCUBE hypercube to a SUN 386i Transputer-based system, with no modification of codes

    A CLIPS/X-window interface

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    The design and implementation of an interface between the C Language Integrated Production System (CLIPS) expert system development environment and the graphic user interface development tools of the X-Window system are described. The underlying basis of the CLIPS/X-Window is a client-server model in which multiple clients can attach to a single server that interprets, executes, and returns operation results, in response to client action requests. Implemented in an AIX (UNIX) operating system environment, the interface has been successfully applied in the development of graphics interfaces for production rule cooperating agents in a knowledge-based computer aided design (CAD) system. Initial findings suggest that the client-server model is particularly well suited to a distributed parallel processing operational mode in a networked workstation environment

    A hardware and software interface between a graphics terminal and the SCC 650 computer

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    This paper describes the design of a digital interface between a graphic terminal and the SCC-650 computer. The graphic terminal-computer combination can be used as a stand alone system for small applications or can be used as a satellite processor for a larger system such as the IBM System 360, The interface is designed utilizing DTL NAND type integrated circuits. Its primary functions may be divided into three main categories: (1) to give level conversion, (2) control, and (3) data manipulation. All requests for data transfers are initiated by the computer, the interface then assumes a control mode which handles the data transfer to or from the graphics terminal. Once the transfer is complete, the computer is notified that it may initiate another request. Data is converted from bit serial to parallel word form by the interface during the data transfer. A function keyboard has been implemented which may transfer any one of 2048 different command words to the computer. A software package was written in SCC-650 Assembler which will utilize the graphics terminal as an input/output processor for an electronic circuit design program such as ECAP or CIRCUS, This program will allow a user to draw the exact circuit to be analyzed on the graphics terminal and then ask for specific results to be displayed in either numerical or graphical form, The circuit may then be changed by adding or deleting elements and re-analyzed --Abstract, page ii

    A Pure Java Parallel Flow Solver

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    In this paper an overview is given on the "Have Java" project to attain a pure Java parallel Navier-Stokes flow solver (JParNSS) based on the thread concept and remote method invocation (RMI). The goal of this project is to produce an industrial flow solver running on an arbitrary sequential or parallel architecture, utilizing the Internet, capable of handling the most complex 3D geometries as well as flow physics, and also linking to codes in other areas such as aeroelasticity etc. Since Java is completely object-oriented the code has been written in an object-oriented programming (OOP) style. The code also includes a graphics user interface (GUI) as well as an interactive steering package for the parallel architecture. The Java OOP approach provides profoundly improved software productivity, robustness, and security as well as reusability and maintainability. OOP allows code construction similar to the aerodynamic design process because objects can be software coded and integrated, reflecting actual design procedures. In addition, Java is the programming language of the Internet and thus Java is the programming language of the Internet and thus Java objects on disparate machines or even separate networks can be connected. We explain the motivation for the design of JParNSS along with its capabilities that set it apart from other solvers. In the first two sections we present a discussion of the Java language as the programming tool for aerospace applications. In section three the objectives of the Have Java project are presented. In the next section the layer structures of JParNSS are discussed with emphasis on the parallelization and client-server (RMI) layers. JParNSS, like its predecessor ParNSS (ANSI-C), is based on the multiblock idea, and allows for arbitrarily complex topologies. Grids are accepted in GridPro property settings, grids of any size or block number can be directly read by JParNSS without any further modifications, requiring no additional preparation time for the solver input. In the last section, computational results are presented, with emphasis on multiprocessor Pentium and Sun parallel systems run by the Solaris operating system (OS)

    Scalable Interactive Volume Rendering Using Off-the-shelf Components

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    This paper describes an application of a second generation implementation of the Sepia architecture (Sepia-2) to interactive volu-metric visualization of large rectilinear scalar fields. By employingpipelined associative blending operators in a sort-last configuration a demonstration system with 8 rendering computers sustains 24 to 28 frames per second while interactively rendering large data volumes (1024x256x256 voxels, and 512x512x512 voxels). We believe interactive performance at these frame rates and data sizes is unprecedented. We also believe these results can be extended to other types of structured and unstructured grids and a variety of GL rendering techniques including surface rendering and shadow map-ping. We show how to extend our single-stage crossbar demonstration system to multi-stage networks in order to support much larger data sizes and higher image resolutions. This requires solving a dynamic mapping problem for a class of blending operators that includes Porter-Duff compositing operators

    Understanding Next-Generation VR: Classifying Commodity Clusters for Immersive Virtual Reality

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    Commodity clusters offer the ability to deliver higher performance computer graphics at lower prices than traditional graphics supercomputers. Immersive virtual reality systems demand notoriously high computational requirements to deliver adequate real-time graphics, leading to the emergence of commodity clusters for immersive virtual reality. Such clusters deliver the graphics power needed by leveraging the combined power of several computers to meet the demands of real-time interactive immersive computer graphics.However, the field of commodity cluster-based virtual reality is still in early stages of development and the field is currently adhoc in nature and lacks order. There is no accepted means for comparing approaches and implementers are left with instinctual or trial-and-error means for selecting an approach.This paper provides a classification system that facilitates understanding not only of the nature of different clustering systems but also the interrelations between them. The system is built from a new model for generalized computer graphics applications, which is based on the flow of data through a sequence of operations over the entire context of the application. Prior models and classification systems have been too focused in context and application whereas the system described here provides a unified means for comparison of works within the field
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