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Distributed VR Architectures

Distributed VR Architectures. 2003. 12. 5 임형준. index. Multipipeline Synchronization graphics and haptics pipelines synchronization Colocated Rendering Pipelines multipipe graphics cards PC clusters Distributed Virtual Environments network types topologies.

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Distributed VR Architectures

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  1. Distributed VR Architectures 2003. 12. 5 임형준

  2. index • Multipipeline Synchronization • graphics and haptics pipelines synchronization • Colocated Rendering Pipelines • multipipe graphics cards • PC clusters • Distributed Virtual Environments • network types • topologies

  3. 1. Multipipeline Synchronization • Distributed VR engine • use two or more rendering pipelines • pipelines perform graphics or haptics computations • on a single compute or multiple computers • Different synchronization approach • software • frame buffer • video

  4. 1. Multipipeline Synchronization • Need external signal : genlock

  5. 1. Multipipeline Synchronization • Synchronization between two heterogeneous pipelines : graphics and haptics • Force computation • on the host computer • on the embedded processor in haptic interface controller • Different output rates • haptics rendering is much faster than graphics rendering

  6. 2. Colocated Rendering Pipelines • Multipipe graphics cards • Multiple single-pipe graphics cards • in a single PC • sharing CPU, main memory, and bus bandwidth • cheaper alternative to the master-slave model • Single multipipe graphics cards • cheaper than using single-pipe graphics cards • Wildcat II 5110 : • synchronization without genlock • “parascale” (parallel and scalable)

  7. 2. Colocated Rendering Pipelines • Wildcat architecture

  8. 2. Colocated Rendering Pipelines • Problem in single PC system • not proper for large number of displays • resolution goes down • Solution • large, multipipeline workstations • Better choice : PC cluster • synchronization by a control server • the more PCs, the slower refresh rate

  9. 2. Colocated Rendering Pipelines • Example : Chromium system • WireGL • runs on control server • communicates with rendering servers (PCs) • forks OpenGL commands to the corresponding PC

  10. 3. Distributed Virtual Environments • A virtual environment which resides on two or more networked computers • Collaborative distributed VE • take turns performing a task • only one user interacts with an object at a time • Cooperative distributed VE • users interact with an object simultaneously

  11. 3. Distributed Virtual Environments

  12. 3. Distributed Virtual Environments • Basic communication between two PCs • each PC has an identical copy of virtual environment • transmit any changes • buffering • Network topologies • server-client model • peer-to-peer model

  13. server client2 client3 client1 3. Distributed Virtual Environments • Server-client model • single server • multiple servers

  14. client2 client3 client1 client4 client5 client3 client5 client4 client1 client2 LAN 3. Distributed Virtual Environments • Peer-to-peer model

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