Immortal DB: transaction time support for SQL server
Immortal DB builds transaction time database support into the SQL Server engine, not in middleware. Transaction time databases retain and provide access to prior states of a database. An update "inserts" a new record while preserving the old version. The system supports as of queries returning records current at the specified time. It also supports snapshot isolation concurrency control. Versions are stamped with the times of their updating transactions. The timestamp order agrees with transaction serialization order. Lazy timestamping propagates timestamps to all updates of a transaction after commit. All versions are kept in an integrated storage structure, with historical versions initially stored with current data. Time-splits of pages permit large histories to be maintained, and enable time based indexing. We demonstrate Immortal DB with a moving objects application that tracks cars in the Seattle area.

title: Log-based recovery for middleware servers
abstract: We have developed new methods for log-based recovery for middleware servers which involve thread pooling, private in-memory states for clients, shared in-memory state and message interactions among middleware servers. Due to the observed rareness of crashes, relatively small size of shared state and infrequency of shared state read/write accesses, we are able to reduce the overhead of message logging and shared state logging while maintaining recovery independence. Checkpointing has a very small impact on ongoing activities while still reducing recovery time. Our recovery mechanism enables client private states to be recovered in parallel after a crash. On a commercial middleware server platform, we have implemented a recovery infrastructure prototype, which demonstrates the manageability of system complexity and shows promising performance results.

title: Online B-tree merging
abstract: Many scenarios involve merging of two B-tree indexes, both covering the same key range. Increasing demand for continuous availability and high performance requires that such merging be done online, with minimal interference to normal user transactions. In this paper we present an online B-tree merging method, in which the merging of leaf pages in two B-trees are piggybacked lazily with normal user transactions, thus making the merging I/O efficient and allowing user transactions to access only one index instead of both. The concurrency control mechanism is designed to interfere as little as possible with ongoing user transactions. Merging is made forward recoverable by following a conventional logging protocol, with a few extensions. Should a system failure occur, both indexes being merged can be recovered to a consistent state and no merging work is lost. Experiments and analysis show the I/O savings and the performance, and compare variations on the basic algorithm.

title: Side-Channel Leaks in Web Applications: A Reality Today, a Challenge Tomorrow
abstract: With software-as-a-service becoming mainstream, more and more applications are delivered to the client through the Web. Unlike a desktop application, a web application is split into browser-side and server-side components. A subset of the application’s internal information flows are inevitably exposed on the network. We show that despite encryption, such a side-channel information leak is a realistic and serious threat to user privacy. Specifically, we found that surprisingly detailed sensitive information is being leaked out from a number of high-profile, top-of-the-line web applications in healthcare, taxation, investment and web search: an eavesdropper can infer the illnesses/medications/surgeries of the user, her family income and investment secrets, despite HTTPS protection; a stranger on the street can glean enterprise employees' web search queries, despite WPA/WPA2 Wi-Fi encryption. More importantly, the root causes of the problem are some fundamental characteristics of web applications: stateful communication, low entropy input for better interaction, and significant traffic distinctions. As a result, the scope of the problem seems industry-wide. We further present a concrete analysis to demonstrate the challenges of mitigating such a threat, which points to the necessity of a disciplined engineering practice for side-channel mitigations in future web application developments.

title: A new scaling law on throughput and delay performance of wireless mobile relay networks over parallel fading channels
abstract: In this paper, utilizing the relay buffers, we propose an opportunistic decode-wait-and-forward relay scheme for a point-to-point communication system with a half-duplexing mobile relay network. The proposed scheme achieves the maximum throughput of Θ(log K) at a cost of O(1) total transmission power and O(K=q) average end-to-end packet delay, where 0 ≪ q ≤ ½ measures the speed of relays' mobility. It can be proved that this system throughput is unattainable for the existing designs with low relay mobility. Therefore, the proposed relay scheme can exploit the time diversity and relays' mobility more efficiently.

title: Real-time KD-tree construction on graphics hardware
abstract: We present an algorithm for constructing kd-trees on GPUs. This algorithm achieves real-time performance by exploiting the GPU's streaming architecture at all stages of kd-tree construction. Unlike previous parallel kd-tree algorithms, our method builds tree nodes completely in BFS (breadth-first search) order. We also develop a special strategy for large nodes at upper tree levels so as to further exploit the fine-grained parallelism of GPUs. For these nodes, we parallelize the computation over all geometric primitives instead of nodes at each level. Finally, in order to maintain kd-tree quality, we introduce novel schemes for fast evaluation of node split costs.
 As far as we know, ours is the first real-time kd-tree algorithm on the GPU. The kd-trees built by our algorithm are of comparable quality as those constructed by off-line CPU algorithms. In terms of speed, our algorithm is significantly faster than well-optimized single-core CPU algorithms and competitive with multi-core CPU algorithms. Our algorithm provides a general way for handling dynamic scenes on the GPU. We demonstrate the potential of our algorithm in applications involving dynamic scenes, including GPU ray tracing, interactive photon mapping, and point cloud modeling.

title: Web mapping service on second life compatible virtual world system
abstract: Online virtual world such as second life becomes more and more popular nowadays. And way-finding in large-scale virtual worlds becomes important problem for both novices and experts. Similar to the physical world, a well-designed mapping system would play an important role in way-finding process. However, Second Life only supports thumbnail map system right now. The thumbnail map system could only provide an overview of the area and with no query support. There are several challenges to develop a better virtual mapping system. First, identify the virtual world geo-features and to develop proper criteria and algorithms to generate features from primitive which is the basic unit in virtual world. Second, provide web service for data access through the Internet from systems with different architectures. In this paper, we implemented a prototype map service system called VWMS conformed to OWS specification from OpenGIS consortium. The prototype includes an AJAX style map site and a feature generalization server-module extracting geo-feature from Open Simulator primitive database. Besides, the system also provides a Web Map Service interface for

title: Variational sphere set approximation for solid objects
abstract: We approximate a solid object represented as a triangle mesh by a bounding set of spheres having minimal summed volume outside the object. We show how outside volume for a single sphere can be computed using a simple integration over the object’s triangles. We then minimize the total outside volume over all spheres in the set using a variant of iterative Lloyd clustering that splits the mesh points into sets and bounds each with an outside volume-minimizing sphere. The resulting sphere sets are tighter than those of previous methods. In experiments comparing against a state-of-the-art alternative (adaptive medial axis), our method often requires half as many spheres, or fewer, to obtain the same error, under a variety of error metrics including total outside volume, shadowing fidelity, and proximity measurement.