Transparent Checkpointing for OpenGL Applications on GPUs
David Hou, Jun Gan, Yue Li, Younes El Idrissi Yazami, Twinkle Jain

TL;DR
This paper introduces a transparent checkpointing method for OpenGL applications on GPUs, enabling fault tolerance in complex graphics software like Autodesk Maya by reinitializing driver libraries without modifying the application.
Contribution
It adapts the split-process technique for GPU-based OpenGL applications, demonstrating a practical, application-agnostic checkpointing system with a prototype on Maya.
Findings
Enabled fault tolerance for Maya with checkpointing
Demonstrated prototype on complex proprietary software
Improved resilience against crashes in GPU-accelerated applications
Abstract
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.
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · Augmented Reality Applications · Interactive and Immersive Displays
