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Intel Technologies for Scalable Virtual Environments Mic Bowman Robert Adams, Dan Lake, Kitty Liu Intel Labs

(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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Page 1: (DSG) Distributed Scene Graph technology for (MOSES) Military Open Simulator Enterprise Strategy

Intel Technologies for Scalable Virtual Environments

Mic BowmanRobert Adams, Dan Lake, Kitty Liu

Intel Labs

Page 2: (DSG) Distributed Scene Graph technology for (MOSES) Military Open Simulator Enterprise Strategy

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Grand Challenge: Scalability

Scene Complexity, Concurrent Users & Interactions

50 Avatars

500 Avatars

50,000 Avatars

Page 3: (DSG) Distributed Scene Graph technology for (MOSES) Military Open Simulator Enterprise Strategy

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Improved Scalability New Usages

Serious Games

Historical Reconstruction

Disaster Planning

Page 4: (DSG) Distributed Scene Graph technology for (MOSES) Military Open Simulator Enterprise Strategy

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Current Server Architecture

All functions in one package

• Sharding/partitioning scale out by limiting interactions

• Cannot scale up interactions or immersiveness

Page 5: (DSG) Distributed Scene Graph technology for (MOSES) Military Open Simulator Enterprise Strategy

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Scalability Constraints

Simulation

Communication

Rendering

Constrained by limited computation

Constrained by network limitations

Constrained by graphics pipeline

Disaggregate the computation and

distribute dynamically

Leverage redundancy in the communication

using “multicast”

Manage level of detail and leverage redundancy in

viewpoints

Page 6: (DSG) Distributed Scene Graph technology for (MOSES) Military Open Simulator Enterprise Strategy

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Our Approach: Distributed Scene Graph

Scene and actors distributed

• Scene

– Spatially partitioned based on load

– Exposes synchronization interface

• Actors

– Operate independently and asynchronously

– Use HW best suited for workload

– Plug in new simulators for newbehaviors

• Implementation:

– BSD-licensed integration with the OpenSimulator 3D application server

Interactions & immersiveness scale up with HW

Page 7: (DSG) Distributed Scene Graph technology for (MOSES) Military Open Simulator Enterprise Strategy

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Scene Synchronization

Example Deployment

ORLANDO

PhysicsScripts

Persistence

CHICAGO

Client Mgmt

SAN JOSE

Client Mgmt

BOSTON

Client Mgmt

OREGON

Client Mgmt

Simulation components in the same data center

Synchronization over managed networks is

best

Move client connections to the edge of the network, shorten UDP links

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Results

• Demonstrated 10X increase in interacting clients

– Distributed physics, script, persistence servers

– Client managers across multiple geographies

– 25 servers to support 1000 interacting clients

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Observations

• 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

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