Workload Balancing in Distributed Virtual Reality Environments
Ref: HURRAY-TR-0212 Publication Date: 18, Jun, 2002
Workload Balancing in Distributed Virtual Reality Environments
Ref: HURRAY-TR-0212 Publication Date: 18, Jun, 2002Abstract:
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.
Document:
1st Intl.
Workshop on Real-Time LANs in the Internet Age.
Vienna, Austria.
Notes: Satellite Event to the 14th Euromicro Conference on Real- Time Systems
Record Date: 1, Jun, 2002