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updated 10/12/2003



On parallelism, synchronization and runtime performance

Complex humanoid gestures are of a highly parallel nature. The STEP scripting language supports a direct way of modelling parallel gestures by offering a parallel construct (par), which results in the simultaneous execution of (possibly compound) actions.

To avoid unconstrained thread creation, the STEP engine makes use of a thread pool, containing a fixed number of threads, from which threads are allocated to actions. Once the action is finished, the thread is put back in the pool.

This approach works well for most examples. However when many threads are needed, as in the conductor example (which requires approximately 60 threads), problems may occur, in particular when there are may background jobs.

When using parallelism three types of potential problems may be distingushed:

Synchronisation among gestures requires that gestures that are meant to be executed simultaneously do indeed start and end at the same time. Unwanted delays however may occur, for example, when there are nested parallel constructs, due to the processing needed to unravel compound gestures. One remedy here is to optimize the Prolog engine, which is an ongoing effort. Another, equally obvious, remedy is to eliminate nested parallel constructs by some sort of flattening. These solutions require no or only a minor change to the STEP engine implementation. In effect, we have introduced a par_turn construct that allows to declare the parallel rotation of an arbitrary number of joints. However, such a construct, when applied exclusively, limits modelling to defining what can best be called successive 'frames' of a motion, which runs counter the approach advocated by STEP, namely defining gestures in a natural way, as concurrent motions of the human body.

To solve the problem of reliable timing in a more fundamental way would require not only a modification of the STEP engine, but also a rather different implementation of the DLP threads supporting the parallelism in STEP. Currently, the implementation only allows for best effort parallelism and does not provide the means for deadline scheduling.

Synchronisation with external events is possible, to the extent that such external events are supported by the VRML/X3D environment. That does at this stage, unfortunately, not include the synchronisation with audio events, unless an audio track is broken up in separate pieces. One issue to work on, in the future, is the synchronisation with voice, using the events generated by a text-to-speech engine.

Summarizing, as concerns the use of parallelism on modeling gestures we run into a number of problems which are either caused by exhausting the resources of the machine, inefficiencies in the execution of Prolog code, or limitations of the thread model supported by DLP. Partial remedies include, respectively, reducing the number of threads needed, eliminating nested parallel constructs, optimizing the Prolog execution engine, and a push-down of critical code of the STEP engine to the Java level. These measures can be taken without affecting the STEP engine or the underlying DLP thread model.

Nevertheless, there remains still some concern whether the inherent inefficiencies of the Java platform and the VRML Java External Authoring Interface can be overcome in a satisfying degree. Therefore, we have recently started to develop a version of DLP and STEP for the Microsoft .NET platform, which we believe that in combination with Direct3D based implementations of 3D graphic models allow for better control of the issues that we identified as problematic, in particular thread control, synchronization and interaction with a dynamic environment. As a preliminary result, we can mention that our Prolog implementation in the .NET C# language already runs ten times faster that our Java implementation on a standard set of Prolog programs.


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