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Reducing Application-Stage Latencies of Interprocess Communication Techniques for Real-Time Interactive Systems

机译:减少实时交互系统的进程间通信技术的应用阶段延迟

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Latency jitter is a pressing problem in Virtual Reality (VR) applications. This paper analyzes latency jitter caused by typical interprocess communication (IPC) techniques commonly found in today's computer systems used for VR. Test programs measure the scalability and latencies for various IPC techniques, where increasing number of threads are performing the same task concurrently. We use four different implementations on a vanilla Linux kernel as well as on a real-time (RT) Linux kernel to further assess if a RT variant of a multiuser multiprocess operating system can prevent latency spikes and how this behavior would apply to different programming languages and IPC techniques. We found that Linux RT can limit the latency jitter at the cost of throughput for certain implementations. Further, coarse grained concurrency should be employed to avoid adding up of scheduler latencies, especially for native system space IPC, while actor systems are found to support a higher degree of concurrency granularity and a higher level of abstraction.
机译:延迟抖动是虚拟现实(VR)应用的一个迫切问题。本文分析了造成在使用VR当今的计算机系统中常见的典型的进程间通信(IPC)技术,延迟抖动。测试程序测量各种IPC技术,其中增加线程数并发执行相同的任务的可扩展性和延迟。我们在香草Linux内核使用四种不同的实现方式,以及对实时(RT)的Linux内核,以进一步评估是否多用户多进程操作系统的RT变体可以防止延迟高峰而这种行为如何适用于不同的编程语言和IPC技术。我们发现,Linux的RT可以在吞吐量的某些实现的成本限制了时延抖动。此外,粗粒并发应采用避免增加了调度等待时间,特别是对原生系统空间IPC,而演员系统被发现支持更高程度的并发粒度和更高的抽象级。

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