Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!utgpu!water!watnot!watmath!clyde!rutgers!ames!ucbcad!ucbvax!CS.UTAH.EDU!peterson From: peterson@CS.UTAH.EDU.UUCP Newsgroups: comp.sys.workstations Subject: Distributed computations for computer animation Message-ID: <8704110124.AA13781@cs.utah.edu> Date: Fri, 10-Apr-87 20:24:39 EST Article-I.D.: cs.8704110124.AA13781 Posted: Fri Apr 10 20:24:39 1987 Date-Received: Thu, 16-Apr-87 01:14:46 EST Sender: daemon@ucbvax.BERKELEY.EDU Distribution: world Organization: The ARPA Internet Lines: 28 Keywords: workstations networks ray tracing animation As part of a local seminar project, we're working with a system that uses idle time on a network of workstations for generating computer animation. I'm interested in hearing about other systems people may have developed or worked with to perform similar sorts of tasks. The kinds of information I'm interested in: - How was the work to be done specified? What sort of logs/statistics were kept? - What sort of granularity (CPU time/frames/scanlines/pixels) did the system operate with? - What sort of fault tolerance was incorporated into the system? How did it deal with worker nodes or the main server going away, network glitches, etc? - How was the input data distributed and updated? How was collecting the results of the computation handled? - What criteria was used to determine if a machine was available or not? (server status, somebody logged in, time of day, etc..) - Any interesting statistics? (CPU utilization, total time, reliability, etc) - Any other interesting experiences. If people are interested, I'll be happy to summarize the replies for the net in a couple weeks. Thanks, John Peterson {seismo,decvax,ihnp4}!utah-cs!peterson peterson@cs.utah.edu