This work presents transparent checkpointing of OpenGL applications, refining the split-process technique[1] for application in GPU-based 3D graphics. The split-process technique was earlier applied to checkpointing MPI and CUDA programs, enabling reinitialization of driver libraries. The presented design targets practical, checkpoint-package agnostic checkpointing of OpenGL applications. An early prototype is demonstrated on Autodesk Maya. Maya is a complex proprietary media-creation software suite used with large-scale rendering hardware for CGI (Computer-Generated Animation). Transparent checkpointing of Maya provides critically-needed fault tolerance, since Maya is prone to crash when artists use some of its bleeding-edge components. Artists then lose hours of work in re-creating their complex environment.
翻译:这项工作对 OpenGL 应用程序进行了透明的检查,对基于 GPU 的 3D 图形应用的分裂过程技术[1] 进行了改进。分离过程技术早些时候被应用于检查MPI 和 CUDA 程序,使驱动器库得以重新启用。提出的设计目标是对 OpenGL 应用程序进行实际的、检查站包装的敏感检查。在Autodesk Maya 上展示了早期原型。玛雅是一个复杂的专有媒体创造软件套件,使用大型硬件为 CGI (Computer-Genered Aimation) 使用大规模制造硬件。对玛雅的透明检查提供了急需的缺陷容忍度,因为当艺术家使用其一些出血的尖端部件时,玛雅很容易崩溃。艺术家们随后在重建其复杂环境方面损失了工时。