We discuss new synchronization algorithms for parallel and distributed discrete event simulations (PDES) which exploit the capabilities and behavior of the underlying communications network. Previous work in this area...
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We discuss new synchronization algorithms for parallel and distributed discrete event simulations (PDES) which exploit the capabilities and behavior of the underlying communications network. Previous work in this area has assumed the network to be a black box which provides a one-to-one, reliable and in-order message passing paradigm. In our work, we utilize the broadcast capability of the ubiquitous Ethernet for synchronization computations, and both unreliable and reliable protocols for message passing, to achieve more efficient communications between the participating systems. We describe two new algorithms for computation of a distributed snapshot of global reduction operations on monotonically increasing values. The algorithms require O(N) messages (where N is the number of systems participating in the snapshot) in the normal case. We specifically target the use of this algorithm for distributed discrete event simulations to determine a global lower bound on time-stamp (LETS), but expect the algorithm has applicability outside the simulation community.
Creation of seasonal scenery images by computer graphics is an attractive theme with many problems to be solved. This paper presents a method of expressing snow to create natural scenery image in winter. We describe a...
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Creation of seasonal scenery images by computer graphics is an attractive theme with many problems to be solved. This paper presents a method of expressing snow to create natural scenery image in winter. We describe a method of automatically creating the behavior of snowflakes in a field of air currents with respect to snowfall, a method of automatically creating shapes of snow accumulation by using virtual temperature as a parameter with respect to snow cover formed just after snowfall, and a method based on heat propagation simulation taking into account sunlight, ground heat, and radiation heat from objects with respect to snowmelt. This paper furthermore presents an image creation method to express the feel of the material of snowfall and snow cover.
Nautilus is a Multi-threaded distributed Shared Memory system based on scope consistency. The multithread implementation disallows the use of SIGIO signals and to minimize the context switch of traditional processes. ...
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Nautilus is a Multi-threaded distributed Shared Memory system based on scope consistency. The multithread implementation disallows the use of SIGIO signals and to minimize the context switch of traditional processes. This paper shows the speedups of some benchmarks submitted to Nautilus, being it compared with two other DSMs: TreadMarks and JIAJIA. This speedup comparison includes some benchmarks evaluation for different input sizes for each of them and a study of how the speedup behavior changes by increasing the input sizes. The benchmarks evaluated in this study are: LU (kernel from SPLASH II), Matmul (matrix multiplication) and SOR (from Rice University).
In a large scale distributedsimulation with thousands of dynamic objects, efficient communication of data among these objects is an important issue. The broadcasting mechanism specified by the distributed Interactive...
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In a large scale distributedsimulation with thousands of dynamic objects, efficient communication of data among these objects is an important issue. The broadcasting mechanism specified by the distributed Interactive simulation (DIS) standards is not suitable for large scale distributedsimulations. In the high level architecture (HLA) paradigm, the Runtime Infrastructure (RTI) provides a set of services, such as data distribution management (DDM) among federates. The goal of the DDM module in RTI is to make the data communication more efficient by sending the data only to those federates that need the data, as opposed to the broadcasting mechanism employed by DIS. Several DDM schemes have appeared in the literature. We discuss grid based DDM and develop a DDM model that uses grids for matching the publishing/subscription regions, and for data filtering. We show that appropriate choice of the grid-cell size is crucial in obtaining good performance. We develop an analytical model and derive a formula for identifying the optimal cell size in grid-based DDM.
Real-time distributedsimulations, such as on-line gaming or military training simulations are normally considered to be non-deterministic. Analysis of these simulations is therefore difficult depending solely on logg...
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Real-time distributedsimulations, such as on-line gaming or military training simulations are normally considered to be non-deterministic. Analysis of these simulations is therefore difficult depending solely on logging and runtime observations. This paper explores an approach for removing one major source of non-determinism in these simulations, thereby allowing repeatable executions. Specifically, we use a synchronization protocol to ensure repeatable delivery of messages. Through limited instrumentation of the simulation code, we maintain a virtual time clock, by which message delivery is governed. The additional overhead imposed by the scheme is shown to be reasonable, although additional reductions in this overhead are anticipated. The results are demonstrated in the context of a simple combat model, whose only source of non-determinism is communications latency. The simulation is shown to be made repeatable, and the perturbation on the execution compared to the non-repeatable execution small. The paper is one step in bridging the gap between the traditional PDES perspective and real-time simulation world.
Sharing a virtual space with many users, a distributed virtual reality environment (DVE) provides high level communication and cooperative design facilities. For a large-scale DVE in a wide area network, a reliable an...
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Sharing a virtual space with many users, a distributed virtual reality environment (DVE) provides high level communication and cooperative design facilities. For a large-scale DVE in a wide area network, a reliable and efficient multicast protocol on the Internet is necessary. We have developed a reliable multicast protocol based on the sequence server and evaluated it using simulation. From the simulation result, our protocol is more scalable than RMP (reliable multicast protocol). However, the protocol has an obvious drawback in that the ordering cost is centralized to the sequence server. Therefore, the scalability and extensibility is limited. Furthermore, security support is not provided. It is an important factor for reality of the DVE system. We propose a method to distribute the workload to some servers to make the protocol scalable and extensile. From our simulation result, the message arrival time to members is drastically reduced. We also propose a key distribution mechanism for secure multicast communication.
The paper examines issues that recur in consideration of simulation time-stamps, in the context of building very large simulation models from components developed by different groups at different times. A key problem ...
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The paper examines issues that recur in consideration of simulation time-stamps, in the context of building very large simulation models from components developed by different groups at different times. A key problem here is "safety", loosely defined to mean that unintended model behavior does not occur due to unpredictable behavior of timestamp generation and comparisons. We revisit the problems of timestamp format and simultaneity, and then turn to the new problem of timestamp interoperability. We describe how a C++ simulation kernel can support the concurrent evaluation of submodels that internally use heterogeneous timestamps, and evaluate the execution time costs of doing so. We find that use of a safe timestamp format that explicitly allows different time scales costs less than 10% over a stock 64-bit integer format, whereas support for completely heterogeneous timestamps can cost as much as 50% in execution speed.
A linear interpolation scheme inside a tetrahedral cell often causes a large interpolation error when field values change drastically. However, the error has not been analysed and visualized thoroughly In order to und...
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A linear interpolation scheme inside a tetrahedral cell often causes a large interpolation error when field values change drastically. However, the error has not been analysed and visualized thoroughly In order to understand the error distribution inside a tetrahedral cell, we propose two types of error norms, which are both an interpolation function error norm and a field data error norm. These error norms make it possible to compare the linear interpolation function with a trilinear interpolation function that has often been used in rectilinear grid cell, and visualize the error distribution by using iso-surface display.
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