Intel Technologies for ScalableVirtual EnvironmentsMic BowmanRobert Adams, Dan Lake, Kitty LiuIntel Labs
2Grand Challenge: ScalabilityScene Complexity, Concurrent Users & Interactions50 Avatars500 Avatars50,000 Avatars
3Improved Scalability  New UsagesSerious GamesHistorical ReconstructionDisaster Planning
4Current Server ArchitectureAll functions in one package• Sharding/partitioning scale out by limiting interactions• Cannot...
5Scalability ConstraintsSimulationCommunicationRenderingConstrained bylimited computationConstrained bynetwork limitations...
6Our Approach: Distributed Scene GraphScene and actors distributed• Scene– Spatially partitioned based on load– Exposes sy...
7Scene SynchronizationExample DeploymentORLANDOPhysicsScriptsPersistenceCHICAGOClient MgmtSAN JOSEClient MgmtBOSTONClient ...
8Results• Demonstrated 10X increase in interacting clients– Distributed physics, script, persistence servers– Client manag...
9Observations• Still more work on DSG technologies– Optimize scene synchronization services (in progress)– Optimize textur...
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(DSG) Distributed Scene Graph technology for (MOSES) Military Open Simulator Enterprise Strategy

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DSG for MOSES
Mic Bowman is a principal engineer in Intel Labs and leads the Virtual World Infrastructure research project. His team develops technologies that enable “order of magnitude” scalability improvements in virtual environments opening the door to new levels of immersiveness and interaction among players.
Douglas Maxwell is Science and Technology Manager for the U.S. Army Research Lab, Simulation and Training Technology Center in Orlando, Florida.

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(DSG) Distributed Scene Graph technology for (MOSES) Military Open Simulator Enterprise Strategy

  1. 1. Intel Technologies for ScalableVirtual EnvironmentsMic BowmanRobert Adams, Dan Lake, Kitty LiuIntel Labs
  2. 2. 2Grand Challenge: ScalabilityScene Complexity, Concurrent Users & Interactions50 Avatars500 Avatars50,000 Avatars
  3. 3. 3Improved Scalability  New UsagesSerious GamesHistorical ReconstructionDisaster Planning
  4. 4. 4Current Server ArchitectureAll functions in one package• Sharding/partitioning scale out by limiting interactions• Cannot scale up interactions or immersiveness
  5. 5. 5Scalability ConstraintsSimulationCommunicationRenderingConstrained bylimited computationConstrained bynetwork limitationsConstrained bygraphics pipelineDisaggregate thecomputation anddistribute dynamicallyLeverage redundancyin the communicationusing “multicast”Manage level of detail andleverage redundancy inviewpoints
  6. 6. 6Our Approach: Distributed Scene GraphScene and actors distributed• Scene– Spatially partitioned based on load– Exposes synchronization interface• Actors– Operate independently andasynchronously– Use HW best suited for workload– Plug in new simulators for newbehaviors• Implementation:– BSD-licensed integration with the OpenSimulator 3D application serverInteractions & immersiveness scale up with HW
  7. 7. 7Scene SynchronizationExample DeploymentORLANDOPhysicsScriptsPersistenceCHICAGOClient MgmtSAN JOSEClient MgmtBOSTONClient MgmtOREGONClient MgmtSimulation componentsin the same data centerSynchronization overmanaged networks isbestMove client connections to the edge ofthe network, shorten UDP links
  8. 8. 8Results• Demonstrated 10X increase in interacting clients– Distributed physics, script, persistence servers– Client managers across multiple geographies– 25 servers to support 1000 interacting clients
  9. 9. 9Observations• Still more work on DSG technologies– Optimize scene synchronization services (in progress)– Optimize texture distribution (level of detail, pre-fetch, etc)– …• However…–Simulation is no longer the bottleneck
  10. 10. 10

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