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Memory-Based Data Management for Large-Scale Distributed Rendering

机译:基于内存的大型分布式渲染的数据管理

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With the increasing requirements of large-scale animation rendering, I/O congestion has become one of the main bottlenecks to constrain the whole performance seriously. What's worse, frequent rendering data access in remote storages brings a heavy burden of storage and delay of data access. Distributed Memory caching System for Rendering (RenDMS) is proposed to alleviate I/O congestion and improve data access performance. Rendering data is accessed from memories but not remote storages to reduce the overhead of data access and transmission. The concept of rendering unit is put forward to cluster rendering nodes, and MPI-based RPC, two-level data management, and dynamic adaptive placement are proposed to make rendering performance much better. Experiments have demonstrated the effectiveness of RenDMS. Compared with direct remote disk access, parallel rendering with RenDMS can not only shorten data access time more than 40%, but also speedup the execution of rendering applications efficiently.
机译:随着大规模动画渲染的不断增加,I / O拥塞已成为严重限制整个性能的主要瓶颈之一。更糟糕的是,遥控器中的频繁渲染数据访问带来了沉重的存储负担和数据访问的延迟。提出用于渲染(Rendms)的分布式内存缓存系统以缓解I / O拥塞并提高数据访问性能。从存储器访问但不是远程存储的渲染数据,以减少数据访问和传输的开销。提出了提出了渲染单元的概念,并提出了基于MPI的RPC,两级数据管理和动态自适应放置来使渲染性能更好。实验表明了rendms的有效性。与直接远程磁盘访问相比,使用Rendms并行渲染不仅可以缩短数据访问时间超过40%,还可以高速加快渲染应用程序的执行。

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