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Memory-Based Data Management for Large-Scale Distributed Rendering

机译:大型分布式渲染的基于内存的数据管理

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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需求的增长,I / O拥塞已成为严重制约整体性能的主要瓶颈之一。更糟糕的是,频繁渲染远程存储中的数据会带来沉重的存储负担和数据访问的延迟。提出了一种分布式内存缓存渲染系统(RenDMS),以减轻I / O拥塞并提高数据访问性能。渲染数据是从内存访问的,而不是从远程存储访问的,以减少数据访问和传输的开销。将渲染单元的概念提出给群集渲染节点,并提出了基于MPI的RPC,两级数据管理和动态自适应放置,以提高渲染性能。实验证明了RenDMS的有效性。与直接远程磁盘访问相比,使用RenDMS进行并行渲染不仅可以将数据访问时间缩短40%以上,而且可以有效地加快渲染应用程序的执行速度。

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