20068677
A case study of parallel I/O for biological sequence search on Linux clusters
In this paper we analyze the I/O access patterns of a widely-used biological sequence search tool and implement two variations that employ parallel-I/O for data access based on PVFS (Parallel Virtual File System) and CEFT-PVFS (cost-effective fault-tolerant PVFS). Experiments show that the two variations outperform the original tool when equal or even fewer storage devices are used in the former. It is also found that although the performance of the two variations improves consistently when initially increasing the number of servers, this performance gain from parallel I/O becomes insignificant with further increase in server number. We examine the effectiveness of two read performance optimization techniques in CEFT-PVFS by using this tool as a benchmark. Performance results indicate: (1) doubling the degree of parallelism boosts the read performance to approach that of PVFS; and (2) skipping hot-spots can substantially improve the I/O performance when the load on data servers is highly imbalanced. The I/O resource contention due to the sharing of server nodes by multiple applications in a cluster has been shown to degrade the performance of the original tool and the variation based on PVFS by up to 10 and 21 folds, respectively; whereas, the variation based on CEFT-PVFS only suffered a two-fold performance degradation.
16064075
Boosting performance of I/O-intensive workload by preemptive job migrations in a cluster system
Load balancing in a cluster system has been investigated extensively, mainly focusing on the effective usage of global CPU and memory resources. However, if a significant portion of applications running in the system is I/O-intensive, traditional load balancing policies that focus on CPU and memory usage may cause the system performance to decrease substantially. To solve this problem, a new I/O-aware load-balancing scheme with preemptive job migration is presented to sustain the high performance of a cluster with a diverse set of workload conditions. The proposed scheme dynamically detects I/O load imbalance on nodes of a cluster, and determines whether to preempt some running jobs on overloaded nodes and migrate them to other less- or under-loaded nodes. Besides balancing I/O load, the scheme takes into account both CPU and memory load sharing in clusters, thereby maintaining the same level of performance as existing schemes when I/O load is low or well balanced. Results from a trace-driven simulation show that, compared to the existing approaches that only consider I/O with nonpreemptive job migrations, the proposed schemes achieve the improvement in mean slowdown by up to a factor of 10.
1253650
A reconfigurable, multi-gigahertz pulse shaping circuit based on distributed transversal filters
A distributed transversal filter (DTF) is a good candidate for ultrafast pulse shaping in wideband systems like UWB. This paper presents the circuit analysis of DTFs based on transmission line theory. We also show the detailed design procedure of DTFs. A 5-tap prototype DTF is designed and fabricated using microwave PCB substrate and pHEMT discrete transistors. Simulation and initial measurement results demonstrate its pulse shaping capability
15780176
Understanding the design space of referencing in collaborative augmented reality environments
For collaborative environments to be successful, it is critical that participants have the ability to generate effective references. Given the heterogeneity of the objects and the myriad of possible scenarios for collaborative augmented reality environments, generating meaningful references within them can be difficult. Participants in co-located physical spaces benefit from non-verbal communication, such as eye gaze, pointing and body movement; however, when geographically separated, this form of communication must be synthesized using computer-mediated techniques. We have conducted an exploratory study using a collaborative building task of constructing both physical and virtual models to better understand inter-referential awareness -- or the ability for one participant to refer to a set of objects, and for that reference to be understood. Our contributions are not necessarily in presenting novel techniques, but in narrowing the design space for referencing in collaborative augmented reality. This study suggests collaborative reference preferences are heavily dependent on the context of the workspace.
2274256
Overlay Networks with Linear Capacity Constraints
Overlay networks are virtual networks residing over the IP network; consequently, overlay links may share hidden lower level bottlenecks. Previous work has assumed an independent overlay model: a graph with independent link capacities. We introduce a model of overlays that incorporates correlated link capacities and linear capacity constraints (LCC) to formulate hidden shared bottlenecks; we refer to these as LCC-overlays. We define metrics to qualitatively measure overlay quality in terms of its accuracy (in representing the true network topology) and efficiency (that is, performance). Through analysis and simulations, we show that LCC-overlay is perfectly accurate and, hence, enjoys much higher efficiency than the inaccurate independent overlay. We discover that even a highly restricted LCC class-node-based LCC-yields near-optimal accuracy and significantly higher efficiency. We study two network flow problems in the context of LCC-graphs: widest path and maximum flow. We prove that Widest Path with LCC is NP-complete. We formulate Maximum Flow with LCC as a linear program and propose an efficient distributed algorithm to solve it. Based on the LCC model, we further study the problem of optimizing delay while still maintaining optimal or near-optimal bandwidth. We also outline a distributed algorithm to efficiently construct an overlay with node-based LCC.
38631034
A Receiver-Centric Transport Protocol for Mobile Hosts with Heterogeneous Wireless Interfaces
Numerous transport protocols have been proposed in related work for use by mobile hosts over wireless environments. A common theme among the design of such protocols is that they specifically address the distinct characteristics of the last-hop wireless link, such as random wireless errors, round-trip time variations, blackouts, handoffs, etc. In this paper, we argue that due to the defining role played by the wireless link on a connection’s performance, locating the intelligence of a transport protocol at the mobile host that is adjacent to the wireless link can result in distinct performance advantages. To this end, we present a receiver-centric transport protocol called RCP (Reception Control Protocol) that is a TCP clone in its general behavior, but allows for better congestion control, loss recovery, and power management mechanisms compared to sender-centric approaches. More importantly, in the context of recent trends where mobile hosts are increasingly being equipped with multiple interfaces providing access to heterogeneous wireless networks, we show that a receiver-centric protocol such as RCP can enable a powerful and comprehensive transport layer solution for such multi-homed hosts. Specifically, we describe how RCP can be used to provide: (i) a scalable solution to support interface specific congestion control for a single active connection; (ii) seamless server migration capability during handoffs; and (iii) effective bandwidth aggregation when receiving data through multiple interfaces, either from one server, or from multiple replicated servers. We use both packet level simulations, and real Internet experiments to evaluate the proposed protocol.
28041688
Real-Time GPU-Based Simulation of Dynamic Terrain
Although a great deal of research effort has been devoted to the realistic and efficient rendering of terrain data, the existing research mainly focuses on displaying static terrain. The realistic simulation of dynamic terrain, including vehicle-terrain interactions, is absent in most 3D graphical applications. In this paper, we present a new GPU-based algorithm for dynamic terrain simulation. A key component of this algorithm is a Dynamically-Displaced Height Map (DDHM) which is generated and manipulated on the GPU. In addition, our method achieves real-time performance by using new features of the latest graphics hardware and shader technology. We demonstrate our algorithm by simulating a ground vehicle traveling on soft terrain. Our algorithm is particularly useful for ground based visual simulation applications as well as 3D games.