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

  • View

  • Download

Embed Size (px)


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. Distributed Scene Graph (DSG) is a technology developed by Intel Corporation to enable 3D web experiences to extend to massive numbers of users. It is considered experimental code and is available under a BSD free software / open source license. Douglas Maxwell is Science and Technology Manager for the U.S. Army Research Lab, Simulation and Training Technology Center in Orlando, Florida. MOSES (Military Open Simulator Enterprise Strategy) Community is a professional, online networking group researching the ability of OpenSimulator platforms to provide independent, high-security, high-performance access to three-dimensional, online, interactive virtual environments. Backgrounds include military, technology, government, education, industry, and arts.

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

  • 1. Intel Technologies for ScalableVirtual EnvironmentsMic BowmanRobert Adams, Dan Lake, Kitty LiuIntel Labs

2. 2Grand Challenge: ScalabilityScene Complexity, Concurrent Users & Interactions50 Avatars500 Avatars50,000 Avatars 3. 3Improved Scalability New UsagesSerious GamesHistorical ReconstructionDisaster Planning 4. 4Current Server ArchitectureAll functions in one package Sharding/partitioning scale out by limiting interactions Cannot scale up interactions or immersiveness 5. 5Scalability ConstraintsSimulationCommunicationRenderingConstrained bylimited computationConstrained bynetwork limitationsConstrained bygraphics pipelineDisaggregate thecomputation anddistribute dynamicallyLeverage redundancyin the communicationusing multicastManage level of detail andleverage redundancy inviewpoints 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. 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. 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. 9Observations Still more work on DSG technologies Optimize scene synchronization services (in progress) Optimize texture distribution (level of detail, pre-fetch, etc) HoweverSimulation is no longer the bottleneck 10. 10