RIDMS-2: Second Workshop on Real Time and Interactive Digital Media Supercomputing


Held in Conjuntion with IEEE 13th International Symposium on High-Performance Computer Arcitecture,
10-11 Febraray, 2007, Phoenix, Arizona http://www.ece.arizona.edu/~hpca/


Workshop Chair: Ashwini K Nanda, IBM Corp.

Publicity and Panels Chair: Randy Moulic, IBM Corp.


Call for Papers

The rapid deployment of high speed Internet and consumer broadband technologies, the creation and popularity of rich media content, and the proliferation of open source infrastructure have enabled a new breed of real time, interactive and digital media applications. This new breed of applications encompasses a wide variety of existing as well as emerging areas such as games, streaming media, medical imaging, video surveillance, 3D and real time rendering, intensive speech and text processing, collaborative engineering design, virtual worlds, military simulation and sensor based computing, among others. These applications demand a large amount of numeric intensive and streaming oriented compute power that is traditionally associated with expensive high end supercomputers and server clusters. Although in the past the desired level of compute power has not been easily affordable, the recent emergence of powerful commodity vector and scientific computing platforms such as game processors, graphics processors and multimedia extensions on traditional processors, is rapidly changing that dynamic and the way these applications are written and deployed.

The goal of RIDMS-2 is to provide a common forum for Researchers working on this new breed of applications, and those working on commodity supercomputing systems and software environments that run those applications. The workshop will focus on exchange of ideas on up to the date work. PDF versions of presented slides will be made available after the workshop on this site. Abstracts for presentations are solicited in the following areas of interest, including, but not limited to:

  • Existing and emerging digital media, streaming and virtual world applications that leverage the compute power of commodity supercomputing systems. Examples: on-line games, military simulations and training, medical imaging, real time 3D parallel rendering, video surveillance, collaborative design, virtual shopping, 3D web browsing, digital media mining, distributed virtual worlds, sensor based computing, security, speech and text processing, financial modeling, seismic computing and others.

  • Commodity supercomputing systems for this class of applications using high volume platforms. Examples: parallel or cluster systems built using IA32/64, AMD and PowerPC processors with media extension units, GPUs and Cell processors and others.

  • Adapting hardware and software technologies from the games and entertainment worlds to enterprise, govt. and commercial applications and systems

  • Merging of game server, broadcast server, virtual world server, streaming server architectures with traditional web servers and scientific supercomputers

  • Creating new, interactive and real time interfaces to enhance computing experience

  • Software and distributed computing environments to facilitate real time computing

  • Compilers and parallel programming tools for this class of applications and systems

  • Communication, graphics and math libraries for these platforms

  • Parallel application benchmarks for these platforms

  • Networking and IO architecture for these applications


Abstract Submission Guideline

Please send a 150-200 word abstract to Ashwini Nanda at ashwini@us.ibm.com by Monday, Dec. 11, 2006. Notification of acceptance will be sent out on or before Friday, Dec. 15, 2006. Accepted presentations in pdf form are due by Monday, Feb. 05, 2007.




Last updated 15 Jan 2007


Research labs involved