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Fourth International Symposium on Multimedia Software Engineering, 2002. Proceedings.最新文献

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The impact of SMT/SMP designs on multimedia software engineering - a workload analysis study SMT/SMP设计对多媒体软件工程的影响——工作量分析研究
Yen-kuang Chen, R. Lienhart, E. Debes, Matthew J. Holliman, M. Yeung
This paper presents the study of running several core multimedia applications on a simultaneous multithreading (SMT) architecture and derives design principles for multimedia software engineering. The multimedia workloads range from memory to computational-bounded kernels. A performance metric to evaluate effective SMT performance gain is introduced, and compared to similar metrics on symmetric multiprocessor (SMP) systems. In addition, we analyze and compare SMT versus SMP systems, and highlight the advantages in the studied applications. The results indicate that sharing the cache in SMT processors can provide better cache locality and thus better performance although sharing the cache can introduce cache conflicts and reduce the actual cache size available for each logical processor. We also propose "mutually beneficial prefetching" - a technique to schedule threads so that they prefetch data for each other in order to reduce cache miss penalty.
本文介绍了在同步多线程(SMT)架构上运行几个核心多媒体应用程序的研究,并推导出多媒体软件工程的设计原则。多媒体工作负载的范围从内存到计算受限的内核。介绍了一种评估有效SMT性能增益的性能指标,并将其与对称多处理器(SMP)系统上的类似指标进行了比较。此外,我们还对SMT和SMP系统进行了分析和比较,并强调了它们在研究应用中的优势。结果表明,在SMT处理器中共享缓存可以提供更好的缓存局部性,从而提高性能,尽管共享缓存可能会引入缓存冲突并减少每个逻辑处理器可用的实际缓存大小。我们还提出了“互利预取”——一种调度线程的技术,以便它们为彼此预取数据,以减少缓存丢失的损失。
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引用次数: 7
A SOAP-oriented component-based framework supporting device-independent multimedia Web services 一个面向soap的基于组件的框架,支持独立于设备的多媒体Web服务
Jia Zhang, Jen-Yao Chung
A Web service is a programmable Web application accessible using standard Internet protocols. A three-layer architecture has been suggested for Web services: service providers, service brokers, and service requesters. We propose a SOAP-oriented component-based framework to support device-independent multimedia Web services. Two intelligent agents are introduced and embedded into a proxy server and service provider server, respectively. Separating metadata from multimedia content leads to enhance SOAP flexibility. Composite capability/preference profile-based user profile management provides an easy and flexible way to split and adapt multimedia services to appropriate composite devices as well as increasing the flexibility for users to manage multiple devices. Together with an XML/XSL strategy, we ensure device independency of the system. By utilizing local caches, our agents enable the caching and streaming of multimedia transportation. In addition, our framework seamlessly incorporates cutting-edge technologies relating to Web services: SOAP, XML/XSL, and CC/PP.
Web服务是可以使用标准Internet协议访问的可编程Web应用程序。对于Web服务,建议采用三层体系结构:服务提供者、服务代理和服务请求者。我们提出了一个面向soap的基于组件的框架来支持与设备无关的多媒体Web服务。引入两个智能代理,并分别嵌入到代理服务器和服务提供者服务器中。将元数据与多媒体内容分离可以增强SOAP的灵活性。基于组合功能/首选项配置文件的用户配置文件管理提供了一种简单而灵活的方法来拆分和调整多媒体服务以适应适当的组合设备,并增加了用户管理多个设备的灵活性。结合XML/XSL策略,我们确保了系统的设备独立性。通过利用本地缓存,我们的代理启用了多媒体传输的缓存和流。此外,我们的框架无缝地集成了与Web服务相关的尖端技术:SOAP、XML/XSL和CC/PP。
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引用次数: 17
Polygonal mesh simplification with face color and boundary edge preservation using quadric error metric 基于面颜色的多边形网格简化和基于二次误差度量的边界边缘保存
C. Fahn, Hung-Kuang Chen, Y. Shiau
In applications such as scientific and medical visualization, highly detailed polygonal meshes are needed. Rendering these polygonal meshes usually exceeds the capabilities of graphics hardware. To improve rendering efficiency and maintain proper interactivity, the polygonal mesh simplification technique is commonly used to reduce the number of polygons of the mesh and construct a multiresolution representation. We propose a new and simple constraint scheme based on the quadric error metric proposed by Garland and Heckbert (1997, 1998) to preserve face colors and boundary edges during the simplification process. In addition, our method generates progressive meshes that store the polygonal mesh in a continuous multi-resolution representation. According to our experimental results, this new method is successful in preserving face colors and boundary edges. Moreover, we compare the latency of resolution changes for progressive meshes of various models.
在科学和医学可视化等应用中,需要非常详细的多边形网格。渲染这些多边形网格通常超出了图形硬件的能力。为了提高渲染效率和保持适当的交互性,通常采用多边形网格简化技术来减少网格的多边形数量并构建多分辨率表示。基于Garland和Heckbert(1997,1998)提出的二次误差度量,我们提出了一种新的简单约束方案,在简化过程中保留人脸颜色和边界。此外,我们的方法生成累进网格,将多边形网格存储在连续的多分辨率表示中。实验结果表明,该方法能很好地保留人脸的颜色和边界。此外,我们还比较了不同模型的渐进式网格分辨率变化的延迟。
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引用次数: 9
A global timestamp-based scalable framework for Multi-player Online Games 基于时间戳的多人在线游戏可扩展框架
Sung-Jin Kim, F. Kuester, K. Kim
Massive Multi-player Online Games (MMOGs) are rapidly gaining in popularity, as the access to high bandwidth connectivity becomes a commodity in the consumer market. With player subscriptions for popular games reaching seven digit numbers and concurrent player participation in the hundreds of thousands, new high-performance adaptive frameworks, which aid system programmers, are required. Primary research challenges that have to be addressed are compensating network latency and jitter, keeping system-wide data consistent, enabling fair resource sharing and interaction between game players, and expanding the scale of the system as the number of players increases. A global timestamp based approach is presented and describes issues and implementation approaches based on a high-level object-oriented real-time programming methodology called the time-triggered message-triggered object (TMO) programming scheme.
大型多人在线游戏(mmog)正迅速流行起来,因为接入高带宽连接已成为消费市场上的一种商品。随着流行游戏的玩家订阅量达到七位数,同时玩家参与人数达到数十万,需要新的高性能自适应框架来帮助系统程序员。必须解决的主要研究挑战是补偿网络延迟和抖动,保持系统范围的数据一致性,实现游戏玩家之间的公平资源共享和交互,以及随着玩家数量的增加而扩大系统的规模。提出了一种基于全局时间戳的方法,并描述了基于高级面向对象实时编程方法(称为时间触发消息触发对象(TMO)编程方案)的问题和实现方法。
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引用次数: 13
Interactive applications for the multimedia home platform 交互式应用的多媒体家庭平台
H.-P. Fotschl, R. Plosch
Interactive digital TV offers a wide range of possibilities to enhance the interplay and mutual influence between the viewer, broadcaster and application provider. The multimedia home platform (MHP) is a standard that allows one to develop interactive applications in a hardware platform independently. In order to evaluate the usability and appropriateness of current MHP implementations, we developed an interactive application on basis of the MHP standard. Generally, the technology is mature, although some minor technical programs have to be solved. Currently, no appropriate emulators for MHP applications are available, which leads to considerable costs for testing MHP applications.
交互式数字电视提供了广泛的可能性,以加强观众、广播公司和应用程序提供商之间的相互作用和相互影响。多媒体家庭平台(MHP)是一种允许在硬件平台上独立开发交互式应用程序的标准。为了评估当前MHP实现的可用性和适当性,我们基于MHP标准开发了一个交互式应用程序。总的来说,技术是成熟的,虽然一些小的技术方案需要解决。目前,没有适合MHP应用程序的模拟器,这导致测试MHP应用程序的成本相当高。
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引用次数: 3
期刊
Fourth International Symposium on Multimedia Software Engineering, 2002. Proceedings.
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