{"id":24718,"date":"2021-03-14T13:12:35","date_gmt":"2021-03-14T11:12:35","guid":{"rendered":"https:\/\/hgpu.org\/?p=24718"},"modified":"2021-03-14T13:12:35","modified_gmt":"2021-03-14T11:12:35","slug":"transparent-checkpointing-for-opengl-applications-on-gpus","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=24718","title":{"rendered":"Transparent Checkpointing for OpenGL Applications on GPUs"},"content":{"rendered":"<p>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.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>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 [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[180,3],"tags":[1797,20,182,144],"class_list":["post-24718","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-paper","tag-3d-graphics-and-realism","tag-nvidia","tag-opengl","tag-rendering"],"views":2801,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/24718","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=24718"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/24718\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=24718"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=24718"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=24718"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}