Management of large amounts of data in interactive building walkthroughs
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Declustering Objects for Visualization
VLDB '93 Proceedings of the 19th International Conference on Very Large Data Bases
Proceedings of the Third International Workshop on Network and Operating System Support for Digital Audio and Video
RAMA: easy access to a high-bandwidth massively parallel file system
TCON'95 Proceedings of the USENIX 1995 Technical Conference Proceedings
Random duplicated assignment: an alternative to striping in video servers
MULTIMEDIA '97 Proceedings of the fifth ACM international conference on Multimedia
Performance analysis of the RIO multimedia storage system with heterogeneous disk configurations
MULTIMEDIA '98 Proceedings of the sixth ACM international conference on Multimedia
Fast concurrent access to parallel disks
SODA '00 Proceedings of the eleventh annual ACM-SIAM symposium on Discrete algorithms
Comparing random data allocation and data striping in multimedia servers
Proceedings of the 2000 ACM SIGMETRICS international conference on Measurement and modeling of computer systems
Hash-based labeling techniques for storage scaling
The VLDB Journal — The International Journal on Very Large Data Bases
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Continuous media such as video or audio from databases that are disk resident require real-time disk I/O support. Video on demand systems have been widely studied and most proposed designs take advantage of the (largely) predictable nature of the I/O stream to provide both guaranteed upper bounds on delay and reasonably high resource utilizations. For disk based 3D interactive systems the problem is very different since the user's actions determine the future deadlines for model data at the display. The data layout we propose and evaluate in this paper abandons the idea of a careful layout of data for a completely randomized layout. We consider large, multidisk systems in which the 3D model data is partitioned into granules which are the logical unit of data that gets transferred in and out of the active scene graph. Granules form parity groups as is familiar from disk arrays. In the proposed system, the use of redundancy in the form of parity is used under normal conditions for load balancing (since for a parity group of size G, any G-1 blocks can be read to obtain the data). Preliminary simulation results suggest that for moderate increase in storage for parity, one can obtain high degree of disk bandwidth utilization combined with a "nearly guaranteed" maximum delay, i.e., with probability approaching 1. The simulations show the nature of the tradeoffs between utilization and the probability that deadlines are met.