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  1. In response to ossification and privacy concerns, post-TCP transport protocols such as QUIC are designed to be “paranoid”—opaque to meddling middleboxes by encrypting and authenticating the header and payload—making it impossible for Performance-Enhancing Proxies (PEPs) to provide the same assistance as before. We propose a research agenda towards an alternate approach to PEPs, creating a sidecar protocol that is loosely-coupled to the unchanged and opaque, underlying transport protocol. The key technical challenge to sidecar protocols is how to usefully refer to the packets of the underlying connection without ossification. We have made progress on this problem by creating a tool we call a quACK (quick ACK), a concise representation of a multiset of numbers that can be used to efficiently decode the randomly-encrypted packet contents a sidecar has received. We implement the quACK and discuss how to achieve several applications with this approach: alternate congestion control, ACK reduction, and PEP-to-PEP retransmission across a lossy subpath. 
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  2. In this paper we explore the viability of path tracing massive scenes using a "supercomputer" constructed on-the-fly from thousands of small, serverless cloud computing nodes. We present R2E2 (Really Elastic Ray Engine) a scene decomposition-based parallel renderer that rapidly acquires thousands of cloud CPU cores, loads scene geometry from a pre-built scene BVH into the aggregate memory of these nodes in parallel, and performs full path traced global illumination using an inter-node messaging service designed for communicating ray data. To balance ray tracing work across many nodes, R2E2 adopts a service-oriented design that statically replicates geometry and texture data from frequently traversed scene regions onto multiple nodes based on estimates of load, and dynamically assigns ray tracing work to lightly loaded nodes holding the required data. We port pbrt's ray-scene intersection components to the R2E2 architecture, and demonstrate that scenes with up to a terabyte of geometry and texture data (where as little as 1/250th of the scene can fit on any one node) can be path traced at 4K resolution, in tens of seconds using thousands of tiny serverless nodes on the AWS Lambda platform. 
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  3. Virtual reality systems today cannot yet stream immersive, retina-quality virtual reality video over a network. One of the greatest challenges to this goal is the sheer data rates required to transmit retina-quality video frames at high resolutions and frame rates. Recent work has leveraged the decay of visual acuity in human perception in novel gaze-contingent video compression techniques. In this paper, we show that reducing the motion-to-photon latency of a system itself is a key method for improving the compression ratio of gaze-contingent compression. Our key finding is that a client and streaming server system with sub-15ms latency can achieve 5x better compression than traditional techniques while also using simpler software algorithms than previous work. 
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  4. The shared nature of the wireless medium induces contention between data transport and backward signaling, such as acknowledgement. The current way of TCP acknowledgment induces control overhead which is counter-productive for TCP performance especially in wireless local area network (WLAN) scenarios.In this paper, we present a new acknowledgement called TACK ("Tame ACK"), as well as its TCP implementation TCP-TACK. TCP-TACK works on top of commodity WLAN, delivering high wireless transport goodput with minimal control overhead in the form of ACKs, without any hardware modification. To minimize ACK frequency, TACK abandons the legacy received-packet-driven ACK. Instead, it balances byte-counting ACK and periodic ACK so as to achieve a controlled ACK frequency. Evaluation results show that TCP-TACK achieves significant advantages over legacy TCP in WLAN scenarios due to less contention between data packets and ACKs. Specifically, TCP-TACK reduces over 90% of ACKs and also obtains an improvement of ~ 28% on good-put. We further find it performs equally well as high-speed TCP variants in wide area network (WAN) scenarios, this is attributed to the advancements of the TACK-based protocol design in loss recovery, round-trip timing, and send rate control. 
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  5. null (Ed.)
    The shared nature of the wireless medium induces contention between data transport and backward signaling, such as acknowledgment. The current way of TCP acknowledgment induces control overhead which is counter-productive for TCP performance especially in wireless local area network (WLAN) scenarios. In this paper, we present a new acknowledgment called TACK (“Tame ACK”), as well as its TCP implementation TCP-TACK. TACK seeks to minimize ACK frequency, which is exactly what is required by transport. TCP-TACK works on top of commodity WLAN, delivering high wireless transport goodput with minimal control overhead in the form of ACKs, without any hardware modification. Evaluation results show that TCP-TACK achieves significant advantages over legacy TCP in WLAN scenarios due to less contention between data packets and ACKs. Specifically, TCP-TACK reduces over 90% of ACKs and also obtains an improvement of up to 28% on goodput. A TACK-based protocol is a good replacement of the legacy TCP to compensate for scenarios where the acknowledgment overhead is non-negligible. 
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  6. We describe the results of a randomized controlled trial of video-streaming algorithms for bitrate selection and network prediction. Over the last year, we have streamed 38.6 years of video to 63,508 users across the Internet. Sessions are randomized in blinded fashion among algorithms. We found that in this real-world setting, it is difficult for sophisticated or machine-learned control schemes to outperform a "simple" scheme (buffer-based control), notwithstanding good performance in network emulators or simulators. We performed a statistical analysis and found that the heavy-tailed nature of network and user behavior, as well as the challenges of emulating diverse Internet paths during training, present obstacles for learned algorithms in this setting. We then developed an ABR algorithm that robustly outperformed other schemes, by leveraging data from its deployment and limiting the scope of machine learning only to making predictions that can be checked soon after. The system uses supervised learning in situ, with data from the real deployment environment, to train a probabilistic predictor of upcoming chunk transmission times. This module then informs a classical control policy (model predictive control). To support further investigation, we are publishing an archive of data and results each week, and will open our ongoing study to the community. We welcome other researchers to use this platform to develop and validate new algorithms for bitrate selection, network prediction, and congestion control. 
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  7. We present gg, a framework and a set of command-line tools that helps people execute everyday applications—e.g., software compilation, unit tests, video encoding, or object recognition—using thousands of parallel threads on a cloud-functions service to achieve near-interactive completion time. In the future, instead of running these tasks on a laptop, or keeping a warm cluster running in the cloud, users might push a button that spawns 10,000 parallel cloud functions to execute a large job in a few seconds from start. gg is designed to make this practical and easy. With gg, applications express a job as a composition of lightweight OS containers that are individually transient (lifetimes of 1–60 seconds) and functional (each container is hermetically sealed and deterministic). gg takes care of instantiating these containers on cloud functions, loading dependencies, minimizing data movement, moving data between containers, and dealing with failure and stragglers. We ported several latency-sensitive applications to run on gg and evaluated its performance. In the best case, a distributed compiler built on gg outperformed a conventional tool (icecc) by 2–5×, without requiring a warm cluster running continuously. In the worst case, gg was within 20% of the hand-tuned performance of an existing tool for video encoding (ExCamera). 
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  8. Airborne radar sounding can measure conditions within and beneath polar ice sheets. In Antarctica, most digital radar-sounding data have been collected in the last 2 decades, limiting our ability to understand processes that govern longer-term ice-sheet behavior. Here, we demonstrate how analog radar data collected over 40 y ago in Antarctica can be combined with modern records to quantify multidecadal changes. Specifically, we digitize over 400,000 line kilometers of exploratory Antarctic radar data originally recorded on 35-mm optical film between 1971 and 1979. We leverage the increased geometric and radiometric resolution of our digitization process to show how these data can be used to identify and investigate hydrologic, geologic, and topographic features beneath and within the ice sheet. To highlight their scientific potential, we compare the digitized data with contemporary radar measurements to reveal that the remnant eastern ice shelf of Thwaites Glacier in West Antarctica had thinned between 10 and 33% between 1978 and 2009. We also release the collection of scanned radargrams in their entirety in a persistent public archive along with updated geolocation data for a subset of the data that reduces the mean positioning error from 5 to 2.5 km. Together, these data represent a unique and renewed extensive, multidecadal historical baseline, critical for observing and modeling ice-sheet change on societally relevant timescales. 
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