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Myriad Scalable Scene Graph University of Illinois at 无数可伸缩的场景图伊利诺伊大学
* Myriad Scalable Scene Graph, VRST 2005, Monterey, CA Myriad: Scalable VR via Peer-to-Peer Connectivity, PC Clustering, and Transient Inconsistency Benjamin Schaeffer Peter Brinkmann George Francis Camille Goudeseune Jim Crowell Hank Kaczmarski Integrated Systems Lab University of Illinois Urbana-Champaign Syzygy: PC Cluster Virtual Reality In production use at 3 PC Cluster CAVEs at the Integrated Systems Lab. 3.5 years of continuous psychology experiments using PC Cluster CAVEs. Over 5 years of development. First release September 2000. 70,000 words of documentation. Inexpensive High performance Focus on quality cluster synchronization Cross-platform: Windows, Linux, Mac OS X, SGI OPEN SOURCE Peer-to-Peer Reality (Terms) Myriad operates using a network of reality peers, each of which holds a scene graph. Scene graph updates are messages that travel the peer network, altering peers as they go. The network uses connection feedback to reduce message traffic between peers. Further message filtering (on peer connections) occurs because of fine-grained sharing and reality maps, which enable complex relationships between peers, such as subjective views. Fine-grained sharing means that the sharing properties are controllable down to the level of the individual scene graph node. A reality map relates scene graph nodes in connected peers. Transient inconsistency means that connected peers can drift into and out of agreement with one another, based both on user and system action. The system is highly threaded and so must be fully thread safe. Applications Collaborative editing of 3D worlds, particularly of large scale environments. Potential uses in the animation industry, for instance. 3D collaboration across systems with very heterogeneous network, compute, and graphics resources. The future… what would terascale or petascale virtual reality look like? How about a decentralized, ad hoc network with sufficient power and storage to recreate the world?
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