scholarly journals A High-performance Cross-platform Map Rendering Engine for Mobile Geographic Information System (GIS)

2019 ◽  
Vol 8 (10) ◽  
pp. 427
Author(s):  
Li ◽  
Wang ◽  
Guan ◽  
Xie ◽  
Huang ◽  
...  

With the diversification of terminal equipment and operating systems, higher requirements are placed on the rendering performance of maps. The traditional map rendering engine relies on the corresponding operating system graphics library, and there are problems such as the inability to cross the operating system, low rendering performance, and inconsistent rendering style. With the development of hardware, graphics processing unit (GPU) appears in various platforms. How to use GPU hardware to improve map rendering performance has become a critical challenge. In order to address the above problems, this study proposes a cross-platform and high-performance map rendering (Graphics Library engine, GL engine), which uses mask drawing technology and texture dictionary text rendering technology. It can be used on different hardware platforms and different operating systems based on the OpenGL graphics library. The high-performance map rendering engine maintains a consistent map rendering style on different platforms. The results of the benchmark experiments show that the performance of GL engine is 1.75 times and 1.54 times better than the general map rendering engine in the iOS system and in the Android system, respectively, and the rendering performance for vector tiles is 11.89 times and 9.52 times better than rendering in the Mapbox in the iOS system and in the Android system, respectively.

2021 ◽  
Vol 10 (9) ◽  
pp. 593
Author(s):  
Kejia Huang ◽  
Chenliang Wang ◽  
Shaohua Wang ◽  
Runying Liu ◽  
Guoxiong Chen ◽  
...  

With the extensive application of big spatial data and the emergence of spatial computing, augmented reality (AR) map rendering has attracted significant attention. A common issue in existing solutions is that AR-GIS systems rely on different platform-specific graphics libraries on different operating systems, and rendering implementations can vary across various platforms. This causes performance degradation and rendering styles that are not consistent across environments. However, high-performance rendering consistency across devices is critical in AR-GIS, especially for edge collaborative computing. In this paper, we present a high-performance, platform-independent AR-GIS rendering engine; the augmented reality universal graphics library (AUGL) engine. A unified cross-platform interface is proposed to preserve AR-GIS rendering style consistency across platforms. High-performance AR-GIS map symbol drawing models are defined and implemented based on a unified algorithm interface. We also develop a pre-caching strategy, optimized spatial-index querying, and a GPU-accelerated vector drawing algorithm that minimizes IO latency throughout the rendering process. Comparisons to existing AR-GIS visualization engines indicate that the performance of the AUGL engine is two times higher than that of the AR-GIS rendering engine on the Android, iOS, and Vuforia platforms. The drawing efficiency for vector polygons is improved significantly. The rendering performance is more than three times better than the average performances of existing Android and iOS systems.


Author(s):  
Frederick M. Proctor ◽  
Justin R. Hibbits

General-purpose computers are increasingly being used for serious control applications, due to their prevalence, low cost and high performance. Real-time operating systems are available for PCs that overcome the nondeterminism inherent in desktop operating systems. Depending on the timing requirements, however, many users can get by with a non-real-time operating system. This paper discusses timing techniques applicable to non-real-time operating systems, using Linux as an example, and compares them with the performance that can be obtained with true real-time OSes.


Author(s):  
Mohit Singh ◽  
◽  
Shobha G ◽  

With the rise of mobile devices and their usage, a lot of development has been made in terms of the development of applications for mobile devices. Traditionally, app development was restricted to the particular operating system, and a separate codebase was required for applications to be developed for multiple operating systems. A new paradigm of development took place in recent years which was of Hybrid app development, leading to the development of multiple frameworks which allowed for a single codebase to be used for multiple operating systems. This paper explores the features and analysis of different hybrid app development frameworks available in the market. A comprehensive analysis has been made to compare the different frameworks which are cross-platform and support web, Android, and iOS platforms. The analysis shows that all the frameworks have their merits and usage of anyone framework over others can vary from case-to-case basis. The detailed analysis of the features will bring a general conclusion over the choice of framework.


2019 ◽  
Vol 19 (2) ◽  
pp. e17 ◽  
Author(s):  
Pablo Andrés Pessolani

The Thesis is about an architecture model for a Distributed Virtualization System, which could expand a virtual execution environment from a single physical machine to several nodes of a cluster. With current virtualization technologies, computing power and resource usage of Virtual Machines (or Containers) are limited to the physical machine where they run. To deliver high levels of performance and scalability, cloud applications are usually partitioned in several Virtual Machines (or Containers) located on different nodes of a virtualization cluster. Developers often use that processing model because the same instance of the operating system is not available on each node where their components run. The proposed architecture model is suitable for new trends in software development because it is inherently distributed. It combines and integrates Virtualization and Distributed Operating Systems technologies with the benefits of both worlds, providing the same isolated instance of a Virtual Operating System on each cluster node. Although it requires the introduction of changes in existing operating systems, thousands of legacy applications would not require modifications to obtain their benefits. A Distributed Virtualization System is suitable to deliver high-performance cloud services with provider-class features, such as high-availability, replication, migration, and load balancing. Furthermore, it is able to concurrently run several isolated instances of different guest Virtual Operating Systems, allocating a subset of nodes for each instance and sharing nodes between them. Currently, a prototype is running on a cluster of commodity hardware provided with two kinds of Virtual Operating Systems tailored for internet services (web server) as a proof of concept.


2003 ◽  
Vol 13 (02) ◽  
pp. 95-122 ◽  
Author(s):  
GEOFFROY VALLÉE ◽  
RENAUD LOTTIAUX ◽  
LOUIS RILLING ◽  
JEAN-YVES BERTHOU ◽  
IVAN DUTKA MALHEN ◽  
...  

In this paper, we present fundamental mechanisms for global process and memory management in an efficient single system image cluster operating system designed to execute workloads composed of high performance sequential and parallel applications. Their implementation in Kerrighed, our proposed distributed operating system, is composed of a set of Linux modules and a patch of less than 200 lines of code to the Linux kernel. Kerrighed is a unique single system image cluster operating system providing the standard Unix interface as well as distributed OS mechanisms such as load balancing on all cluster nodes. Our support for standard Unix interface includes support for multi-threaded applications and a checkpointing facility for both sequential and shared memory parallel applications. We present an experimental evaluation of the Kerrighed system and demonstrate the feasibility of the single system image approach at the kernel level.


Author(s):  
Mandeep Katre

Cross-platform mobile application development is the pressing priority in today’s world and generation. Developers are enforced to either construct the same application numerous times for various OS (operating systems) or accept a low-quality similar solution that trades native speed and accuracy for portability. Flutter is an open-source SDK for developing high-performance and more reliable mobile applications for operating systems like iOS, Android and even windows [1]. Flutter is Google’s UI toolkit for building beautiful, natively compiled applications for mobile, web, and desktop from a single codebase. Student Service App is an automation which will provide duplicate degree, duplicate marksheet, migration, transcript, provisional degree and document verification services to all registered the Universities. It will provide University services related to academics to its registered students via mobile devices on their finger tips for which they have to be present physically at respective places. It has Service oriented architecture so that it will be integrated to the existing ERP (Web Portal) of the different universities.


Author(s):  
R. Levi-Setti ◽  
J. M. Chabala ◽  
R. Espinosa ◽  
M. M. Le Beau

We have shown previously that isotope-labelled nucleotides in human metaphase chromosomes can be detected and mapped by imaging secondary ion mass spectrometry (SIMS), using the University of Chicago high resolution scanning ion microprobe (UC SIM). These early studies, conducted with BrdU- and 14C-thymidine-labelled chromosomes via detection of the Br and 28CN- (14C14N-> labelcarrying signals, provided some evidence for the condensation of the label into banding patterns along the chromatids (SIMS bands) reminiscent of the well known Q- and G-bands obtained by conventional staining methods for optical microscopy. The potential of this technique has been greatly enhanced by the recent upgrade of the UC SIM, now coupled to a high performance magnetic sector mass spectrometer in lieu of the previous RF quadrupole mass filter. The high transmission of the new spectrometer improves the SIMS analytical sensitivity of the microprobe better than a hundredfold, overcoming most of the previous imaging limitations resulting from low count statistics.


Author(s):  
Hiroshi Yamamoto ◽  
Yasufumi Nagai ◽  
Shinichi Kimura ◽  
Hiroshi Takahashi ◽  
Satoko Mizumoto ◽  
...  

2018 ◽  
Vol 2018 ◽  
pp. 1-10 ◽  
Author(s):  
Roberto Rodriguez-Zurrunero ◽  
Ramiro Utrilla ◽  
Elena Romero ◽  
Alvaro Araujo

Wireless Sensor Networks (WSNs) are a growing research area as a large of number portable devices are being developed. This fact makes operating systems (OS) useful to homogenize the development of these devices, to reduce design times, and to provide tools for developing complex applications. This work presents an operating system scheduler for resource-constraint wireless devices, which adapts the tasks scheduling in changing environments. The proposed adaptive scheduler allows dynamically delaying the execution of low priority tasks while maintaining real-time capabilities on high priority ones. Therefore, the scheduler is useful in nodes with rechargeable batteries, as it reduces its energy consumption when battery level is low, by delaying the least critical tasks. The adaptive scheduler has been implemented and tested in real nodes, and the results show that the nodes lifetime could be increased up to 70% in some scenarios at the expense of increasing latency of low priority tasks.


2021 ◽  
pp. 108059
Author(s):  
M. Osorno ◽  
M. Schirwon ◽  
N. Kijanski ◽  
R. Sivanesapillai ◽  
H. Steeb ◽  
...  

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