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.
{"title":"Determining Optimal Update Period for Minimizing Inconsistency in Multi-server Distributed Virtual Environments","authors":"Yusen Li, Wentong Cai","doi":"10.1109/DS-RT.2011.10","DOIUrl":"https://doi.org/10.1109/DS-RT.2011.10","url":null,"abstract":"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.","PeriodicalId":410884,"journal":{"name":"2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125584621","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Training through Distributed C2 and Simulation Systems","authors":"Bharatkumar Patel","doi":"10.1109/DS-RT.2011.29","DOIUrl":"https://doi.org/10.1109/DS-RT.2011.29","url":null,"abstract":"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.","PeriodicalId":410884,"journal":{"name":"2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126708124","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"A Grammar for Battle Management Language","authors":"U. Schade, Bastian Haarmann, M. Hieb","doi":"10.1109/DS-RT.2011.22","DOIUrl":"https://doi.org/10.1109/DS-RT.2011.22","url":null,"abstract":"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.","PeriodicalId":410884,"journal":{"name":"2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133216261","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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].
{"title":"Syncretic Post-Biological Digital Identity: Hybridizing Mixed Reality Data Transfer Systems","authors":"Julian Stadon, R. Grasset","doi":"10.1109/DS-RT.2011.28","DOIUrl":"https://doi.org/10.1109/DS-RT.2011.28","url":null,"abstract":"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].","PeriodicalId":410884,"journal":{"name":"2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125006757","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Camera Image Synchronisation in Multiple Camera Real-Time 3D Reconstruction of Moving Humans","authors":"Toby Duckworth, D. Roberts","doi":"10.1109/DS-RT.2011.15","DOIUrl":"https://doi.org/10.1109/DS-RT.2011.15","url":null,"abstract":"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.","PeriodicalId":410884,"journal":{"name":"2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125274394","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Maturing Supporting Software for C2-Simulation Interoperation","authors":"J. Pullen, Lisa D. Nicklas","doi":"10.1109/DS-RT.2011.20","DOIUrl":"https://doi.org/10.1109/DS-RT.2011.20","url":null,"abstract":"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.","PeriodicalId":410884,"journal":{"name":"2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134402760","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"4D Performance Modelling and Animation","authors":"A. Hilton","doi":"10.1109/DS-RT.2011.27","DOIUrl":"https://doi.org/10.1109/DS-RT.2011.27","url":null,"abstract":"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.","PeriodicalId":410884,"journal":{"name":"2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications","volume":"136 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116732386","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Predictive Dynamic Load Balancing for Large-Scale HLA-based Simulations","authors":"R. E. Grande, A. Boukerche","doi":"10.1109/DS-RT.2011.17","DOIUrl":"https://doi.org/10.1109/DS-RT.2011.17","url":null,"abstract":"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.","PeriodicalId":410884,"journal":{"name":"2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications","volume":"193 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114143226","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Comparing Parallel Simulation of Social Agents Using Cilk and OpenCL","authors":"D. Moser, A. Riener, K. Zia, A. Ferscha","doi":"10.1109/DS-RT.2011.12","DOIUrl":"https://doi.org/10.1109/DS-RT.2011.12","url":null,"abstract":"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.","PeriodicalId":410884,"journal":{"name":"2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114873957","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Expression-Level Parallelism for Distributed Spice Circuit Simulation","authors":"Dylan Pfeifer, A. Gerstlauer","doi":"10.1109/DS-RT.2011.32","DOIUrl":"https://doi.org/10.1109/DS-RT.2011.32","url":null,"abstract":"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.","PeriodicalId":410884,"journal":{"name":"2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications","volume":"106 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131833738","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}