TY - GEN
T1 - Myriad
T2 - VRST'05 - ACM Symposium on Virtual Reality Software and Technology 2005
AU - Schaeffer, Benjamin
AU - Goudeseune, Camille
AU - Brinkmann, Peter
AU - Crowell, Jim
AU - Francis, George
AU - Kaczmarski, Hank
PY - 2006
Y1 - 2006
N2 - Distributed scene graphs are important in virtual reality, both in collaborative virtual environments and in cluster rendering. In Myriad, individual scene graphs form a peer-to-peer network whose connections filter scene graph updates and create flexible relationships between scene graph nodes in the various peers. Modern scalable visualization systems often feature high intracluster throughput, but collaborative virtual environments (VEs) over a WAN share data at much lower rates, complicating the use of one scene graph system across the whole application. To avoid these difficulties, Myriad uses fine-grained sharing, whereby sharing properties of individual scene graph nodes can be dynamically changed from C++ and Python, and transient inconsistency, which relaxes resource requirements in collaborative VEs. A test application, WorldWideCrowd, implements these methods to demonstrate collaborative prototyping of a 300-avatar crowd animation viewed on two PC-cluster displays and edited on low-powered laptops, desktops, and even over a WAN.
AB - Distributed scene graphs are important in virtual reality, both in collaborative virtual environments and in cluster rendering. In Myriad, individual scene graphs form a peer-to-peer network whose connections filter scene graph updates and create flexible relationships between scene graph nodes in the various peers. Modern scalable visualization systems often feature high intracluster throughput, but collaborative virtual environments (VEs) over a WAN share data at much lower rates, complicating the use of one scene graph system across the whole application. To avoid these difficulties, Myriad uses fine-grained sharing, whereby sharing properties of individual scene graph nodes can be dynamically changed from C++ and Python, and transient inconsistency, which relaxes resource requirements in collaborative VEs. A test application, WorldWideCrowd, implements these methods to demonstrate collaborative prototyping of a 300-avatar crowd animation viewed on two PC-cluster displays and edited on low-powered laptops, desktops, and even over a WAN.
KW - PC cluster
KW - Peer-to-peer
KW - Virtual environments
UR - http://www.scopus.com/inward/record.url?scp=33748695152&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=33748695152&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:33748695152
SN - 1595930981
SN - 9781595930989
T3 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST
SP - 68
EP - 77
BT - VRST'05 - ACM Symposium on Virtual Reality Software and Technology 2005
Y2 - 7 November 2005 through 9 November 2005
ER -