Sunday, August 5, 2007

Server-side Rendering - Sun and Nvidia

Sun has been working with Nvidia to create a capability to do both the computation and any associated rendering on the server side. Then they stream the screen image to the client device. This is significant switch from what we do with the DIS and HLA federations now. But Sun’s goal is to make it possible to experience rich 3D scenes on lightweight client devices because all of the rendering is done on the server. They are also working on a capability to use new graphic chips to render “Pixar quality” images in real-time for display in CAVE environments.

If Sun is successful then it is an indication that network bandwidth is becoming plentiful enough that we can change the model we have used for decades of creating very small data packets and doing all of the scene generation on the client side. This is valuable for customers who do not want to have to hold a powerful graphic machine in their hand (like a cellphone). Instead, customers will be able to see rich 3D worlds on very minimal computing clients, e.g. something that is capable of playing MP3 movies today. This brings down a significant commercial barrier. Even the cheapest cellphones and pocket PCs would be able to play a rich 3D game because the game would really be running and rendering on the server. It is hard to imagine a world in which bandwidth is that plentiful for the consumer. Probably it would be rolled out to industrial customers for limited applications and private bandwidth first. Their product name for this is TurboVNC.

On the military side, we would be able to tap into any scene that anyone in the training event is seeing. We could see it on a regular cellphone (if/when it becomes available through a cellular network) or a wireless pocket PC.

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