On 17. May 2009, at 11:11, Robert Osfield wrote:

> Hi Tim,
>
> On Sat, May 16, 2009 at 2:37 PM, Tim Moore <[email protected]> wrote:
>> I've been thinking about this too, but without the global cull.   
>> Are you
>> trying to avoid having a real scene graph on the local nodes and keep
>> lists of drawables and StateSets instead? I would think that  
>> broadcasting
>> the dynamic changes to the scene graph would result in less network
>> traffic than broadcasting lists of drawables, but I suppose it  
>> depends
>> very much on the application.
>
> A fully distributed scene graph would probably be more efficient that
> a distributed render graph approach, but it'd be more intrusive to the
> scene graph design and implementation as all nodes would need an
> fomarlised update mechanism.  OpenSG has such support but is a more
> complicated object model than the OSG, which makes it more involved to
> use and extend than the OSG.

In fact the only thing needed for this is a change notification  
mechanism. The distribution can build a 'shadow' hierarchy, and update  
the remote copies based on the notifications.

The update mechanism and serialization can live outside the scene graph.


> The distributed render graph approach is lighter weight as you are
> only tracking changes to the drawable leaves and state which is more
> constrained and well encapsulated than other parts of the scene graph.
> I believe it'll be much easier to implement this approach in a non
> intrusive way than a full blow distributed scene graph, which is
> really why I suggest it, we'd be able to get much of scalability of
> the cluster without the complexity that normally comes with doing a
> distributed application or distributed scene graph.

I'm wondering what the network load of such a distribution would be,  
and how one could cache the data. The beauty of the distributed scene  
graph is that on a static scene virtually no data has to be  
transmitted. It seems to me that the distributed render graph at least  
needs to transmit the equivalent of display list ID's.

FYI: The Equalizer source tree has an example of an OSG/Eq integration  
relying on a shared filesystem to load the SG. We are thinking of  
extending this example (and OSG) towards using a distributed OSG,  
pending on time/financing.


Best,

Stefan.

-- 
http://www.eyescale.ch
http://www.equalizergraphics.com
http://www.linkedin.com/in/eilemann




_______________________________________________
eq-dev mailing list
[email protected]
http://www.equalizergraphics.com/cgi-bin/mailman/listinfo/eq-dev
http://www.equalizergraphics.com

Reply via email to