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2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications最新文献

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Determining Optimal Update Period for Minimizing Inconsistency in Multi-server Distributed Virtual Environments 确定多服务器分布式虚拟环境中最小化不一致性的最佳更新周期
Yusen Li, Wentong Cai
The primary task of distributed virtual environments (DVEs) is to maintain a consistent view of the virtual world among all users. Multi-server architecture has been shown to have good scalability to support a large population of users in DVEs. However, some of the servers' resources like CPU, memory and network bandwidth can still get saturated as the scale of DVE increases. In this case, state updates cannot be disseminated timely and the consistency of the virtual world cannot be guaranteed. In this paper, we investigate how to efficiently use the limited resources for state update to minimize inconsistency in multi-server DVEs. Using time-space inconsistency metric, we firstly prove that periodic state update will result in minimal inconsistency for each replica. Then, in order to determine the optimal update periods for replicas to minimize the total time-space inconsistency of the DVE, we formulate the problem as a convex optimization problem with inequality constraints. Finally, an interior point method is adopted to solve the problem and the performance is evaluated using simulation results.
分布式虚拟环境(dve)的主要任务是在所有用户之间保持虚拟世界的一致视图。多服务器架构已被证明具有良好的可伸缩性,可以支持虚拟机中的大量用户。但是,随着DVE规模的增加,一些服务器资源(如CPU、内存和网络带宽)仍然会趋于饱和。在这种情况下,状态更新无法及时传播,虚拟世界的一致性无法保证。在本文中,我们研究了如何有效地利用有限的资源进行状态更新,以减少多服务器分布式服务器的不一致性。利用时空不一致性度量,首先证明了周期性状态更新将使每个副本的不一致性最小化。然后,为了确定副本的最优更新周期,以最小化DVE的总时空不一致性,我们将问题表述为具有不等式约束的凸优化问题。最后,采用内点法求解该问题,并用仿真结果对其性能进行了评价。
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引用次数: 10
Training through Distributed C2 and Simulation Systems 通过分布式C2和仿真系统进行培训
Bharatkumar Patel
Coalition Armed Forces have used simulations to enable training for some time and in recent years training through distributed simulations have been proven as a means to conducting training. This paper introduces a number of challenges in integrating Live, Virtual Constructive Simulations for Training and introducing the Command and Control (C2) systems to provide mission planning and rehearsal capability as well as augmenting support to operations with real feeds from the wider battle-space network and operating picture. The paper will provide examples of current approaches, future architectures and technology trends that may hold an answer to the challenges of distributed training in defence.
一段时间以来,联军一直使用模拟来进行训练,近年来,通过分布式模拟进行训练已被证明是进行训练的一种手段。本文介绍了在整合实时、虚拟建设性模拟训练和引入指挥与控制(C2)系统以提供任务规划和排练能力以及通过更广泛的战斗空间网络和作战图像的真实馈报增强对作战的支持方面的一些挑战。本文将提供当前方法、未来架构和技术趋势的示例,这些示例可能会解决国防中分布式训练的挑战。
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引用次数: 1
A Grammar for Battle Management Language 战斗管理语言的语法
U. Schade, Bastian Haarmann, M. Hieb
In order to improve the interoperability between C2 systems and simulation systems, Battle Management Language (BML) has been developed as standard for assigning C2 tasks to units in simulation system and for sending reports from the simulation back to the C2 system. The specification of a language always is based on a grammar. This is especially true if the language in question is used for inter-system communication: Automated systems demand the foundation of such an exchange language on a formal grammar. As a consequence, under the roof of the Simulation Interoperability Standardization Organization (SISO) a product development group extents the current BML standard which is called Version 1 standard to the BML Version 2 standard by founding BML on a grammar. In this paper, we will discuss the demands that exist for a BML grammar and we will argue that our grammar Command and Control Lexical Grammar (C2LG) which had been the linguistic basis for “Coalition BML” â€" the BML version used in the successful NATO RTO MSG 048 “Coalition BML” activities meets those demands.
为了提高作战指挥系统与仿真系统之间的互操作性,作战管理语言(BML)被开发出来,作为向仿真系统中各单位分配作战指挥任务和向仿真系统发送报告的标准。语言的规范总是基于语法。如果所讨论的语言用于系统间通信,则尤其如此:自动化系统要求在正式语法上建立这种交换语言的基础。因此,在模拟互操作性标准化组织(SISO)的支持下,一个产品开发小组通过在语法上建立BML,将当前的BML标准(称为版本1标准)扩展到BML版本2标准。在本文中,我们将讨论对BML语法存在的需求,并且我们将论证我们的语法命令和控制词汇语法(C2LG),它已经成为成功的北约RTO MSG 048 - œCoalition BML 活动中使用的BML版本的语言基础,满足了这些需求。
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引用次数: 1
Syncretic Post-Biological Digital Identity: Hybridizing Mixed Reality Data Transfer Systems 融合后生物数字身份:混合现实数据传输系统
Julian Stadon, R. Grasset
This paper offers a contribution to an emerging culturally orientated discourse regarding mixed reality interaction. It seeks to analyse syncretic, hybridized agency, particularly in mixed reality data transfer systems. Recent developments in bridging autonomous relationships with digital representation through mixed reality interfacing, have brought about the need for further analysis of these new 'post-biological', hybridized states of being that traverse traditional paradigms of time and space. Roy Ascott's concept of syncretism may facilitate further understanding of multi-layered world views, both material and metaphysical, that are emerging from our engagement with such pervasive computational technologies and post-biological systems. Syncretism has traditionally been regarded as an attempt to harmonise and analogise [1] Citing recent examples of practical research outcomes, this paper will analyse what Gilles Deleuze and Fèlix Guattari have called 'deterritorialisation' of the human body through its dispersion throughout multiple reality manifestations and how mixed reality data transfer might constitute a 'reterritorialising' effect on syncretic post-biological digital identity construction [2].
本文提供了一个关于混合现实互动的新兴文化导向的话语的贡献。它试图分析混合,混合机构,特别是在混合现实数据传输系统。通过混合现实接口将自治关系与数字表示连接起来的最新发展,带来了对这些新的“后生物”,跨越传统时间和空间范式的混合存在状态的进一步分析的需要。罗伊·雅诗克的融合概念可能有助于进一步理解物质和形而上学的多层世界观,这些世界观是从我们与这种无处不在的计算技术和后生物系统的接触中出现的。传统上,融合被认为是一种协调和类比的尝试[1],本文将引用最近的实际研究成果的例子,分析Gilles Deleuze和f lix Guattari所说的人体的“去疆域化”,通过它在多种现实表现中的分散,以及混合现实数据传输如何对融合后生物数字身份构建构成“再疆域化”影响[2]。
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引用次数: 1
Camera Image Synchronisation in Multiple Camera Real-Time 3D Reconstruction of Moving Humans 运动人体多摄像机实时三维重建中的摄像机图像同步
Toby Duckworth, D. Roberts
We present an analysis of the requirement for input synchronisation in a multi-camera 3D reconstruction system for real-time applications such as telepresence.  Synchronisation of the cameras at the acquisition stage is universally used to ensure the images feeding the reconstruction algorithm were taken at the same time.  However, this requirement adds delays to the reconstruction pipeline, therefore increasing the end to end latency of the system.  While this has not been a significant problem for many of the applications of 3D reconstruction, it is for its application to tele-presence. Furthermore, synchronising the firing of cameras adds much financial cost to the system. Using real camera images of moving humans, we study the effect removing synchronisation has on the output reconstructed model over a range of camera configurations and relative frame delays.  From this we determine the synchronisation requirements for a 3D reconstruction telepresence system in terms of the maximum time between camera frames that gives rise to acceptable results.
我们提出了一个多摄像头三维重建系统的输入同步需求的分析,用于实时应用,如远程呈现。Â普遍采用相机在采集阶段的同步,以确保提供重建算法的图像是同时拍摄的。Â但是,这个需求增加了重构管道的延迟,因此增加了系统的端到端延迟。Â虽然这对于3D重建的许多应用来说并不是一个重要的问题,但它对于远程呈现的应用来说却是一个重要的问题。此外,同步发射摄像机给系统增加了大量的财务成本。使用真实的移动人类的相机图像,我们研究了在一系列相机配置和相对帧延迟下去除同步对输出重建模型的影响。Â由此,我们确定了3D重建远程呈现系统在相机帧之间的最大时间方面的同步要求,从而产生可接受的结果。
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引用次数: 15
Maturing Supporting Software for C2-Simulation Interoperation 成熟的c2模拟互操作配套软件
J. Pullen, Lisa D. Nicklas
The Battle Management Language (BML) has been developed as an unambiguous representation of orders, reports and requests between military command and control (C2) systems and simulations. This paper describes development of two critical elements for BML experimentation. The first is a Web service that is used as a repository for the orders, reports, and requests, packaged as XML documents and stored in a relational database in a standard format. The second is a graphic user interface that supports inspection and modification of BML documents using forms that are created from the BML schemas at runtime, combined with a geospatial interface. This paper describes the role of these elements in C2-simulation interoperation and describes their architecture and features, as motivated by application in NATO Coalition BML experimentation. The software described is available as open source.
战斗管理语言(BML)已经发展成为军事指挥与控制(C2)系统和模拟之间的命令、报告和请求的明确表示。本文描述了BML实验的两个关键要素的发展。第一个是Web服务,用作订单、报告和请求的存储库,打包为XML文档,并以标准格式存储在关系数据库中。第二个是图形用户界面,它支持使用运行时从BML模式创建的表单检查和修改BML文档,并结合地理空间界面。本文描述了这些元素在c2模拟互操作中的作用,并描述了它们的体系结构和特征,这是受北约联盟BML实验应用的启发。所描述的软件是开源的。
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引用次数: 3
4D Performance Modelling and Animation 4D性能建模和动画
A. Hilton
Visual reconstruction of dynamic events as 3D video, such as an actor performance or sports action, has advanced to the stage where it is possible to achieve free-viewpoint replay with a quality approaching the captured video. In this talk we present research going beyond replay to allow the creation of 4D models which support interactive animation control from captured performance whilst maintaining the realism of video. 4D models are constructed by alignment of reconstructed mesh sequences into a temporally coherent structure. Recent work has introduced a non-sequential approach to non-rigid mesh sequence alignment which constructs a shape similarity tree to align across a database of multiple sequences. This avoids problems of drift and tracking failure associated with sequential alignment approaches. Temporally aligned 4D models provide the basis for parameterisation of multiple related sequences to give continuous interactive movement control. Representation of multiple sequences in a 4D parametric motion graph enables transition between multiple motions to achieve interactive character animation.
动态事件的视觉重建作为3D视频,如演员表演或体育动作,已经发展到可以实现自由视点重放的阶段,其质量接近捕获的视频。在这次演讲中,我们提出了超越重播的研究,允许创建4D模型,支持从捕获的性能中进行交互式动画控制,同时保持视频的真实感。通过将重建的网格序列对齐成一个时间相干结构来构建4D模型。最近的工作介绍了一种非顺序的非刚性网格序列对齐方法,该方法构建了一个形状相似树来跨多个序列数据库进行对齐。这避免了与顺序对齐方法相关的漂移和跟踪失败问题。时间对齐的四维模型为多个相关序列的参数化提供了基础,从而实现连续的交互运动控制。在4D参数化运动图形中表示多个序列,可以实现多个运动之间的过渡,以实现交互式角色动画。
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引用次数: 0
Predictive Dynamic Load Balancing for Large-Scale HLA-based Simulations 基于hla的大规模仿真预测动态负载平衡
R. E. Grande, A. Boukerche
Due to the dependency on the resources, HLA-based simulations can experience load imbalances and consequently loose execution performance. Such imbalances are originated from external background load, inappropriate deployment of simulation entities, heterogeneity of resources, and dynamic load variations. The High Level Architecture (HLA) was developed aiming to facilitate the creation and control of distributed simulations through a design framework and management services, but such an architecture does not offer solutions for solving load imbalance issues. In order to provide mechanisms for preventing performance loss caused by load imbalances in distributed simulations, numerous balancing approaches have been developed. The majority of these mechanisms present application-specific solutions or limited awareness of environment characteristics. To cope with this problem, a distributed dynamic balancing scheme has been designed, but its redistribution algorithm, as other developed balancing schemes, is limited to just correct load distribution issues and does not react properly in presence of abrupt load changes due to be based on recent load status. Therefore, a predictive balancing scheme is proposed to provide a method to decrease the number of precipitated migration moves and to detect and prevent load imbalances based on load variation tendencies. In order to observe and evaluate the proposed scheme, experiments have been performed to compare performance gain and efficiency with the distributed balancing scheme.
由于对资源的依赖,基于hla的模拟可能会遇到负载不平衡,从而导致执行性能不佳。这种不平衡源于外部背景负载、模拟实体的不适当部署、资源的异质性和动态负载变化。高级体系结构(HLA)旨在通过设计框架和管理服务促进分布式仿真的创建和控制,但这种体系结构并没有提供解决负载不平衡问题的解决方案。为了提供防止分布式仿真中负载不平衡导致的性能损失的机制,已经开发了许多平衡方法。这些机制中的大多数提供特定于应用程序的解决方案或对环境特征的有限认识。为了解决这一问题,我们设计了一种分布式动态平衡方案,但其重新分配算法与其他已开发的平衡方案一样,仅限于正确处理负载分配问题,并且由于基于最近的负载状态而不能对负载的突然变化做出适当的反应。因此,提出了一种预测平衡方案,以提供一种减少沉淀迁移次数的方法,并根据负载变化趋势检测和防止负载不平衡。为了观察和评估所提出的方案,进行了实验,比较了性能增益和效率与分布式平衡方案。
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引用次数: 13
Comparing Parallel Simulation of Social Agents Using Cilk and OpenCL 比较使用Cilk和OpenCL的社会主体并行仿真
D. Moser, A. Riener, K. Zia, A. Ferscha
Recent advances in wireless/mobile communication and body worn sensors, together with ambient intelligence and seamless integrated pervasive technology have paved the way for applications operating based on social signals, i.e., sensing and processing of group behavior, interpersonal relationships, or emotions. Thinking in large, it should be apparent that modeling social systems allowing to study crowd behavior emerging from individual entities' (agents') condition and/or characteristics is, in fact, a challenging task. To address the heterogeneity, analytical agent-based models (ABMs) are gaining popularity due to its capability of directly representing individual entities and their interactions, unfortunately, ABMs (in which each agent has unique behavior) are not very well suited for large populations, expressed by exponentially rising simulation time. To solve this problem, the questions (i) how does the parallel execution of such models scale with capabilities of both the machine (number of cores, cluster size, etc.) and agents (behavioral adaptation function, interaction extent, etc.) and (ii) what is, in comparison, the performance coefficient applying the approach of model execution on graphical processors (GPUs) with its different pipelining architecture, need answers. To this end, we have performed simulation runs with parameter variation on a real parallel and distributed hardware platform using Cilk as well as on a GPU employing OpenCL. Simulation efficiency for two realistic models with varying complexity on a scale of 107 agents has shown the usefulness of both approaches.
无线/移动通信和穿戴式传感器的最新进展,以及环境智能和无缝集成的普及技术,为基于社会信号的应用铺平了道路,即群体行为、人际关系或情绪的感知和处理。从大的角度考虑,很明显,对社会系统进行建模,以研究个体实体(代理人)条件和/或特征产生的群体行为,实际上是一项具有挑战性的任务。为了解决异质性,基于分析主体的模型(ABMs)由于其直接表示单个实体及其相互作用的能力而越来越受欢迎,不幸的是,ABMs(其中每个主体都有独特的行为)不太适合大群体,通过指数增长的模拟时间来表示。为了解决这个问题,需要回答以下问题:(i)这些模型的并行执行如何随机器(核心数量、集群大小等)和代理(行为适应功能、交互程度等)的能力进行扩展;(ii)在具有不同流水线架构的图形处理器(gpu)上应用模型执行方法的性能系数是什么。为此,我们使用Cilk在真实的并行和分布式硬件平台上以及使用OpenCL的GPU上进行了参数变化的仿真运行。在107个智能体的规模上对两个不同复杂程度的现实模型的仿真效率表明了这两种方法的有效性。
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引用次数: 11
Expression-Level Parallelism for Distributed Spice Circuit Simulation 分布式Spice电路仿真的表达式级并行性
Dylan Pfeifer, A. Gerstlauer
Distributed system-level simulation among coordinated, heterogeneous simulators requires communication and synchrony to preserve event causality. Once achieved, multiple coordinated, distributed instances of a single simulator not originally written for internal parallelism can be used to conduct the expression-level parallel execution of a model partitioned into subsystems, such that each subsystem is assigned to an individual simulator. Using a Kahn Process Network simulation back plane for coordination, and a custom Xspice TCP/IP socket device for interfacing, expression-level distributed simulation was applied to observe a decrease of up to 1/52 times the transient analysis time of the same circuit in a single Ngspice instance, without modifying the Ngspice kernel or host execution environment. Up to 128 independent Ngspice instances were coordinated in parallel with this method, with a selectable tradeoff in speed versus accuracy.
在协调的异构模拟器之间进行分布式系统级仿真需要通信和同步以保持事件因果关系。一旦实现,单个模拟器的多个协调的分布式实例(最初不是为内部并行性编写的)就可以用于执行划分为子系统的模型的表达式级并行执行,这样每个子系统就被分配给一个单独的模拟器。使用Kahn Process Network仿真背板进行协调,使用定制的Xspice TCP/IP套接字设备进行接口,应用表达式级分布式仿真观察到,在不修改Ngspice内核或主机执行环境的情况下,单个Ngspice实例中相同电路的瞬态分析时间减少了1/52倍。多达128个独立的Ngspice实例与该方法并行协调,在速度与准确性方面进行了可选择的权衡。
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引用次数: 6
期刊
2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications
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