Hi,

thank you all, people. Your information are very important.

I believe we have to re-evaluate our plan.
I'd like to search for more information about multi-display wall stuff.

Wish you all a good day~ :-)


2009/5/15 Robert Osfield <[email protected]>

> Hi Joe? Jie, could you please sign with your first name so I know
> which one to use when addressing you rather than having to do a best
> guess, thanks,
>
> On Fri, May 15, 2009 at 10:41 AM, Joe L <[email protected]> wrote:
> > In our plan, the TDW will have around 30 displays.
>
> OK, you'll definitely need a cluster for this.
>
> > Do you mean that :
> > If I would like to use OSG, I will have to additionally do the task
> > management, network synchronization, and distributed rendering?
>
> The OSG doesn't provide this cluster manage functionality, it's
> focused on rendering on a single image system, albeit with
> capabilities of doing multi-thread, multi-screen output.
>
> The two options you have right now are to go with a distributed GL
> implementation such as Chromium, or a distribution application
> implementation such as facilitated by libs like Equalizer.
>
> There is a third possible solution would require mods to the core OSG,
> or at least subclasses from it, and is something I've been wondering
> about for a while.  The approach would be to do a distributed render
> graph, where you do a cull traversal (or several cull traversal) on
> the master for the whole view frustum that gives you a list of
> drawables, modelview+projection matrices and state inheritance graph,
> then you broad cast this list to slaves on the cluster.  These then
> traverse this rendering graph and cull out what leaves aren't in their
> local view frustum.  On each slave you'd cache the state and geometry
> and update this only when the master changes their value, to avoid
> having to dispatch all this data on each new frame.
>
> The distributed render graph proposal above sits between the low level
> distributed GL approach and the high level distributed application
> approach like done with Equalizer.  The distributed GL approach
> requires more network and CPU bandwidth, most doesn't require any
> application modifications to do the cluster, while the distributed
> application approach minimizes network bandwidth but does require you
> to design your application with the cluster in mind.  The later
> approach is more work, but provides better scalability.
>
> The distributed render graph approach has the potentially of scaling
> reasonable well, while at the same time need little more than a
> cluster specific cluster configuration being used in the viewer, so
> once you have this inbuilt capability it's would be easy to move from
> a single desktop display to a cluster by just changing a viewer
> configuration file.
>
> Robert.
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>



-- 
Jie Liu
Visualization Research Group
Center for Information Science, School of EECS,
Room 2104, Science Building No.2,
Peking University, Beijing 100871, China
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