logging in or signing up ccviz02 chromium Nathaniel Download Post to : URL : Related Presentations : Share Add to Flag Embed Email Send to Blogs and Networks Add to Channel Uploaded from authorPOINTLite Insert YouTube videos in PowerPont slides with aS Desktop Copy embed code: (To copy code, click on the text box) Embed: URL: Thumbnail: WordPress Embed Customize Embed The presentation is successfully added In Your Favorites. Views: 323 Category: Entertainment License: All Rights Reserved Like it (0) Dislike it (0) Added: October 11, 2007 This Presentation is Public Favorites: 0 Presentation Description No description available. Comments Posting comment... Premium member Presentation Transcript Unreliable Transport Protocol for Commodity-Based OpenGL Distributed Visualization: Unreliable Transport Protocol for Commodity-Based OpenGL Distributed Visualization Samuel Thibault – ENS Lyon Xavier Cavin – SCI Institute/Inria Lorraine Olivier Festor – Inria Lorraine Eric Fleury - Inria Rhônes-AlpesOutline: Outline Motivation Network interconnect Distributed OpenGL Experimentations with Chromium Conclusion and future worksOutline: Outline Motivation Network interconnect Distributed OpenGL Experimentations with Chromium Conclusion and future worksMotivation: Motivation Clusters of commodity computers Dedicated, expensive network interconnect Both transfer time and packets loss are very low Reliable transport protocol (TCP) Cheaper network interconnects (… wireless cluster) Unreliable transport protocol (UDP) Degradation of rendering quality Outline: Outline Motivation Network interconnect Distributed OpenGL Experimentations with Chromium Conclusion and future worksNetwork interconnect: Network interconnect Transfer Control Protocol (TCP) Guaranteed delivery Acknowledgment mechanism User Datagram Protocol (UDP) Unreliable transport protocol Fast but no delivery or order guarantee Maximum Transmission Unit (MTU) Biggest packet size (no fragmentation) TCP automatically adapts to the MTU UDP does notOutline: Outline Motivation Network interconnect Distributed OpenGL Experimentations with Chromium Conclusion and future worksDistributed OpenGL: Distributed OpenGL Basic brick Rendering client OpenGL decoder OpenGL library OpenGL encoder OpenGL calls OpenGL calls OpenGL application Rendering server Network TCP UDPDistributed OpenGL: Distributed OpenGL TCP onlyDistributed OpenGL: Distributed OpenGL UDP versus TCP Remove the acknowledgment mechanism Some data may not be received Or not in the order they were sent UDP only Almost always fatal crash Some OpenGL calls shall not be lost: use TCP Some can: glBegin/glEnd contents (i.e. glVertex)Distributed OpenGL: Distributed OpenGL Interleaved UDP/TCP Synchronization 4 5 5 6 6 6 7 UDP TCPDistributed OpenGL: Distributed OpenGL Interleaved UDP/TCP ResultDistributed OpenGL: Distributed OpenGL Fixing interleaved UDP/TCP MTU consideration: no loss example 1 2 3 4 5 6 7 8 9 SentDistributed OpenGL: Distributed OpenGL Fixing interleaved UDP/TCP MTU consideration: single vertex loss example 1 2 4 5 6 7 8 9 Received 1 2 4 5 6 7 8 9 RenderedDistributed OpenGL: Distributed OpenGL Fixing interleaved UDP/TCP MTU consideration: triplet of vertices loss example 4 5 6 7 8 9 Received 4 5 6 7 8 9 RenderedDistributed OpenGL: Distributed OpenGL Fixed interleaved UDP/TCP ResultExperimentations: Experimentations Implementation in Chromium Framework for OpenGL rendering on clusters of workstations http://chromium.sourceforge.net Added features (patches-1-branch of CVS repository) IPv6 support Interleaved UDP/TCP supportExperimentations: Experimentations Test applications Crocodile: OpenGL viewer Rings: Chromium’s test program Chromium B.S.U.: OpenGL gameExperimentations: Experimentations 100 Mbps 2.2 fps 2.7 fps 110 fps 110 fps playable playableExperimentations: Experimentations 10 Mbps 0.28 fps 0.36 fps 34 fps 39 fps playable playableExperimentations: Experimentations Wireless 0. 066 fps 0.37 fps 5.5 fps 8 fps quite playable non playableConclusion: Conclusion Interleaved UDP/TCP is adapted: If geometry represents most of the traffic When rendering quality is not the first interest When it is animated If the network is the bottleneck or has huge loss It is not: When the application parts are closely synchronized On local high bandwidth networksFuture works: Future works Multiple rendering UDP IPv6 multicast What about TCP packets? UDP buffering: sendmsg/recvmsg MTU constraints UDP: 1.5 KB TCP: 16 KB => less system calls UDP traffic control When sender is too fast for network or receiver Big lossesAcknowledgments: Acknowledgments Support VTHD: Very High Broadband (French ministry of industry) AVTC (DOE VIEWS) People Chromium community Alain Filbois Bruno Levy (Graphite software) You do not have the permission to view this presentation. In order to view it, please contact the author of the presentation.
ccviz02 chromium Nathaniel Download Post to : URL : Related Presentations : Share Add to Flag Embed Email Send to Blogs and Networks Add to Channel Uploaded from authorPOINTLite Insert YouTube videos in PowerPont slides with aS Desktop Copy embed code: (To copy code, click on the text box) Embed: URL: Thumbnail: WordPress Embed Customize Embed The presentation is successfully added In Your Favorites. Views: 323 Category: Entertainment License: All Rights Reserved Like it (0) Dislike it (0) Added: October 11, 2007 This Presentation is Public Favorites: 0 Presentation Description No description available. Comments Posting comment... Premium member Presentation Transcript Unreliable Transport Protocol for Commodity-Based OpenGL Distributed Visualization: Unreliable Transport Protocol for Commodity-Based OpenGL Distributed Visualization Samuel Thibault – ENS Lyon Xavier Cavin – SCI Institute/Inria Lorraine Olivier Festor – Inria Lorraine Eric Fleury - Inria Rhônes-AlpesOutline: Outline Motivation Network interconnect Distributed OpenGL Experimentations with Chromium Conclusion and future worksOutline: Outline Motivation Network interconnect Distributed OpenGL Experimentations with Chromium Conclusion and future worksMotivation: Motivation Clusters of commodity computers Dedicated, expensive network interconnect Both transfer time and packets loss are very low Reliable transport protocol (TCP) Cheaper network interconnects (… wireless cluster) Unreliable transport protocol (UDP) Degradation of rendering quality Outline: Outline Motivation Network interconnect Distributed OpenGL Experimentations with Chromium Conclusion and future worksNetwork interconnect: Network interconnect Transfer Control Protocol (TCP) Guaranteed delivery Acknowledgment mechanism User Datagram Protocol (UDP) Unreliable transport protocol Fast but no delivery or order guarantee Maximum Transmission Unit (MTU) Biggest packet size (no fragmentation) TCP automatically adapts to the MTU UDP does notOutline: Outline Motivation Network interconnect Distributed OpenGL Experimentations with Chromium Conclusion and future worksDistributed OpenGL: Distributed OpenGL Basic brick Rendering client OpenGL decoder OpenGL library OpenGL encoder OpenGL calls OpenGL calls OpenGL application Rendering server Network TCP UDPDistributed OpenGL: Distributed OpenGL TCP onlyDistributed OpenGL: Distributed OpenGL UDP versus TCP Remove the acknowledgment mechanism Some data may not be received Or not in the order they were sent UDP only Almost always fatal crash Some OpenGL calls shall not be lost: use TCP Some can: glBegin/glEnd contents (i.e. glVertex)Distributed OpenGL: Distributed OpenGL Interleaved UDP/TCP Synchronization 4 5 5 6 6 6 7 UDP TCPDistributed OpenGL: Distributed OpenGL Interleaved UDP/TCP ResultDistributed OpenGL: Distributed OpenGL Fixing interleaved UDP/TCP MTU consideration: no loss example 1 2 3 4 5 6 7 8 9 SentDistributed OpenGL: Distributed OpenGL Fixing interleaved UDP/TCP MTU consideration: single vertex loss example 1 2 4 5 6 7 8 9 Received 1 2 4 5 6 7 8 9 RenderedDistributed OpenGL: Distributed OpenGL Fixing interleaved UDP/TCP MTU consideration: triplet of vertices loss example 4 5 6 7 8 9 Received 4 5 6 7 8 9 RenderedDistributed OpenGL: Distributed OpenGL Fixed interleaved UDP/TCP ResultExperimentations: Experimentations Implementation in Chromium Framework for OpenGL rendering on clusters of workstations http://chromium.sourceforge.net Added features (patches-1-branch of CVS repository) IPv6 support Interleaved UDP/TCP supportExperimentations: Experimentations Test applications Crocodile: OpenGL viewer Rings: Chromium’s test program Chromium B.S.U.: OpenGL gameExperimentations: Experimentations 100 Mbps 2.2 fps 2.7 fps 110 fps 110 fps playable playableExperimentations: Experimentations 10 Mbps 0.28 fps 0.36 fps 34 fps 39 fps playable playableExperimentations: Experimentations Wireless 0. 066 fps 0.37 fps 5.5 fps 8 fps quite playable non playableConclusion: Conclusion Interleaved UDP/TCP is adapted: If geometry represents most of the traffic When rendering quality is not the first interest When it is animated If the network is the bottleneck or has huge loss It is not: When the application parts are closely synchronized On local high bandwidth networksFuture works: Future works Multiple rendering UDP IPv6 multicast What about TCP packets? UDP buffering: sendmsg/recvmsg MTU constraints UDP: 1.5 KB TCP: 16 KB => less system calls UDP traffic control When sender is too fast for network or receiver Big lossesAcknowledgments: Acknowledgments Support VTHD: Very High Broadband (French ministry of industry) AVTC (DOE VIEWS) People Chromium community Alain Filbois Bruno Levy (Graphite software)