(*) Computer Science Department
University of California, Los Angeles
(**) Physics Department
University of California, Los Angeles
(***) Department of Architecture & Urban Design
University of California, Los Angeles
J.R. Santos, R. Muntz. "Performance Analysis of the RIO Multimedia Storage System with Heterogenious Disks". 6th Int'l. ACM Multimedia Conference (ACM Multimedia 98)., Sept. 1998.
R. Muntz, J.R. Santos, S. Berson. "A Parallel Disk Storage System for Real-time Multimedia Application". Special Issue on Multimedia Computing Systems of the International Journal of Intelligent Systems, Dec. 1998.
F. Fabbrocino, J.R. Santos, R. Muntz. "An Implicitly Scalable Real-Time Multimedia Storage Server". Int'l Workshop on Distributed Interactive Simulation and Real Time Applications (DIS_RT), July, 1998. March 1998.
W. Jepson, S. Friedman. "An Efficient Environment for Real-Time Visualization". I/ITSEC '97 19th Interservice/Industry Training Systems and Education Conference, Orlando, Florida, December 1997.
W. Jepson, S. Friedman. "Virtual LA, Urban Simulation in Los Angeles". Planning Magazine, July, 1998.
W. Jepson, S. Friedman. "SimCity of Angeles". Civil Engineering, Journal of the Amer. Soc. of Civil Engineers, June, 1998.
F. Hamit. "The Urban Simulation Lab's Image-Based Model of the Future of Los Angeles". Advanced Imaging Magazine, July, 1998.
A. Emmett. "Virtual Journeys". Computer Graphics World, May, 1998.
A. Sullivan. "Urban Simulations". Architecture Magazine, May, 1998.
R. Chan, W. Jepson and S. Friedman. "Urban Simulation: An Innovative Tool for Interactive Planning and Consensus Building". Proc. American Planning Association National Conference, April, 1998.
B. Marovic. "Interactive Visualization of 3D Fields and Images Using VRML". Proc. Medicine Meets VR, Jan. 1999.
Most of the work on multimedia storage servers has concentrated on video and audio playback, which has highly predictable access patterns. Once a video playback stream is started, data is sequentially read from the storage system at the playout rate. This predictability is exploited in many video servers that carefully layout data on disk to achieve good load balance and high real-time performance. We, however, consider much more general applications, such as 3D interactive virtual worlds, where the high degree of user interaction makes the workload much less predictable. We have developed and implemented,in our Virtual world Data Server, novel solutions for data storage and retrieval that allows the system to provide statistical real-time guarantees with high utilization of resources, for general workloads with unpredictable access patterns.
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