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Optimally Redundant, Seek-Time Minimizing Data Layout for Interactive Rendering

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Abstract

Performance of interactive graphics walkthrough systems depends on the time taken to fetch the required data from the secondary storage to main memory. It has been earlier established that a large fraction of this fetch time is spent on seeking the data on the hard disk. In order to reduce this seek time, redundant data storage has been proposed in the literature, but the redundancy factors of those layouts are prohibitively high. In this paper, we develop a cost model for the seek time of a layout. Based on this cost model, we propose an elegant algorithm that computes a redundant data layout with the redundancy factor that is within the user-specified bounds, while maximizing the performance of the system. By using a set of training access requirements and a set of validation access requirements, our proposed method is able to automatically maximize system performance with an optimal redundancy factor. Experimental results show that the interactive rendering speed of the walkthrough system was improved by a factor of 2–4 by using our data layout method when compared to existing methods with or without redundancy.

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Correspondence to Jia Chen.

Appendix: Linear search justification

Appendix: Linear search justification

In order to find the best place to copy a data unit, we perform a linear search within the span of the access requirement for location with the largest benefit. The main reason why we use the linear search over other alternatives is its cheap update cost. If k is the span of the access requirement, then the linear search takes O(k) query time. Updates will also be O(k) time. Construction of the list of data units where each data unit stores the number of overlapping access requirements will be O(N). There are other approaches, such as a range tree or dynamic programming, that may produce better query times, but their construction and update times will be worse as well as their storage.

With dynamic programming, we would have to maintain a matrix where an entry (ij) would contain the minimum value in that range. This would give us a O(1) query time but the construction and storage would be \(O(N^2)\) where N is the number of data units. The update time would be O(N) when we add a data unit. Since the N for this problem domain is in the hundreds of millions, that is an unacceptable storage bound. The construction run time would also be prohibitive given the magnitude of our input.

We could use a range tree. The initial binary search tree would be sorted by index and at each entry would be a pointer to a binary search tree sorted by value. If we put the min value at each of the nodes of the initial tree, we can speed up our queries. We would get a O(log N) query time, but our construction time and storage would be O(N log N). Updating the data structure would take at a minimum O(k log(N)) time if we do careful indexing and only update the nodes that need to be updated. If we have a large access requirement, then this would represent a significant improvement in query time. Given our exceptionally large input, however, the construction, storage, and update bounds are too prohibitive.

As it turns out, the common data structures that would be used for the finding the minimum value in an arbitrary part of a list are not practical for our purposes. Thus, while a simple linear search may seem inefficient at first, as it turns out it is the best option given our constraints.

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Chen, J., Jiang, S., Destefano, Z. et al. Optimally Redundant, Seek-Time Minimizing Data Layout for Interactive Rendering. Vis Comput 33, 139–149 (2017). https://doi.org/10.1007/s00371-015-1165-0

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