Workload balancing in distributed virtual reality environments


Autoria(s): Ditze, Michael; Pacheco, Filipe; Batista, Berta; Tovar, Eduardo; Altenbernd, Peter
Data(s)

29/01/2014

29/01/2014

2002

Resumo

Virtual Reality (VR) has grown to become state-of-theart technology in many business- and consumer oriented E-Commerce applications. One of the major design challenges of VR environments is the placement of the rendering process. The rendering process converts the abstract description of a scene as contained in an object database to an image. This process is usually done at the client side like in VRML [1] a technology that requires the client’s computational power for smooth rendering. The vision of VR is also strongly connected to the issue of Quality of Service (QoS) as the perceived realism is subject to an interactive frame rate ranging from 10 to 30 frames-per-second (fps), real-time feedback mechanisms and realistic image quality. These requirements overwhelm traditional home computers or even high sophisticated graphical workstations over their limits. Our work therefore introduces an approach for a distributed rendering architecture that gracefully balances the workload between the client and a clusterbased server. We believe that a distributed rendering approach as described in this paper has three major benefits: It reduces the clients workload, it decreases the network traffic and it allows to re-use already rendered scenes.

Identificador

http://hdl.handle.net/10400.22/3494

Idioma(s)

eng

Publicador

Instituto Politécnico do Porto. Instituto Superior de Engenharia do Porto.

Relação

http://www.cister.isep.ipp.pt/docs/

Direitos

openAccess

Tipo

article