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DisplayWall Software Architecture Yuqun Chen, Grant Wallace, Kai Li.

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1 DisplayWall Software Architecture Yuqun Chen, Grant Wallace, Kai Li

2 Motivation We’ve achieved high resolution Next stage: –multiple active surfaces –many types of inputs –new ways of interacting with the surfaces –new ways to visualize information Stanford’s Interactive Space

3 New Application Framework aware of multiple surfaces aware of multiple inputs aware of reliability allows dynamic grouping aware of multiple platforms (PDA, laptop, PC)

4 Future Applications Collaborative Engineering –3D models –2D blue prints/maps –video conferencing –writing workspace (documents, code) –multiple simultaneous user inputs –different types of devices (laptop, PDA, etc.) –many apps work cooperatively

5 Orthogonal Design Spaces Multiple Applications Multiple Inputs Multiple Displays

6 Desired Properties Applications –multiple apps cooperate –take multiple inputs –scalable Input –route many inputs to many apps Display/System –multiple surface management –re-configurable and scalable –fault tolerance (timely recovery) –hardware/OS platform independent

7 Application Space Synchronization and communication –high-level events among multiple apps –large-scale data exchange Select among multiple input events –system support for multiplexing inputs Application-level adaptability –deal with join/leave on the fly new site joins a video conferencing bring the new app’s states up to date

8 Application Scalability Scalable to actual screen size & aspect ratio –e.g., imageviewer Scalable with number of physical nodes –walk-through –load-balancing

9 Inputs Space Multiple physical inputs => one virtual inputs –(gyro-mouse, hand position) ==> virtual mouse –(PDA, keyboard, keyboard) ==> virtual keyboard Multiple virtual inputs –flight simulator: captain and co-pilot

10 Physical to Virtual Input Routing PC keyboard virtual keyboard 1 virtual keyboard 2 virtual mouse 1 virtual mouse 2 virtual speech virtual body wireless keyboard remote keyboard mouse gyro speech recog app

11 Display System Space Surface (=virtual screen) management –which virtual screen to route application output –virtual screen space configuration/grouping Per-surface reconfiguration –assign physical screens to a surface –surface resolution Fault-tolerance –should not worry about connections –state recovery Hardware/OS independent ==> LINUX

12 Common Properties Communication abstraction is the key Sequencing of data/events One-to-many: multicast –high-level app events, graphics primitives Many-to-one: point-to-point –input devices Avoid explicit connection management Safe storage for fault tolerance

13 Communication Choices [1] MPI-style message passing –advantages people are familiar with messages virtual nodes –disadvantages: mutual knowledge between send and receiver –even though physical nodes can change underneath lack of a concept of a “shared space”

14 Communication Choice [2] Shared (Virtual) Memory –advantages single shared memory space at API level, no knowledge about the each others –disadvantages: memory management from many nodes platform dependent (big vs. small endian) coherence may come at a high cost

15 Communication Choices [3] Linda-like tuple space (T Space) –a named storage space independent of any nodes in(name, data), out(name)->data, read(name)->data –messages without direct sender-receiver knowledge –anybody can read from the space

16 Virtual Frame Buffer/Pixelmap Well-defined mappings between virtual areas and the physical memory/frame buffer Coordinated access to the virtual space –everybody reads, barrier, then write Multiple virtual frames to switch between

17 Use of Virtual Pixelmap declare virtual map A and B optional: global frame update: A ==> B barrier() every node: read a region from A every node: write to B barrier() swap A and B barrier()

18 X Server vs. VDD X Window System –virtual screen management –multiple sources –multiple platforms –multiple inputs ?? VDD (partially developed) –Windows Apps –smaller API

19 Software Architecture app App synchronization rendering local X VDD OpenGL inputs mouse hand keyboard XML System communication Virtual FB Virtual inputs


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