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Hello,

Thanks for quick answer, it provides me with some "ammunition" for the
further discussions.

Don Burns wrote:
> Hi Jan,
> 
<snip>
> These trade-offs are quite application dependent.  For a flight simulator,
> for example, the scene itself stays quite static and the data
> distributed is
> really down to a few matrices, time, frame number, and the eyepoint.  Each
> node runs an independent viewer, but all are synchronized in "data sync".
> Even if a paged database is used, a copy of the pager can be run on each
> node.  The database data can be paged from either a copy of the database on
> each node, the network, or a SAN.

Yes, for this case I could imagine how it could work. This is the "easy"
case.

> Now, if you want to be able to write a single program and running on one
> node, update the scene graph dynamically from that one node and have all
> nodes synchronously update the scene graph, then, no, this capability is
> not
> in OSG or Producer today.  I don't know the OpenSG approach for doing this
> although I do know that they have "cluster support". 

I am not familiar with OpenSG myself, however their web site claims to
have support for data serialization and synchronization over the cluster
machines, so it is probably supposed to support this type of applications.

> So, the question needs to be asked more specifically.  Rather than a
> general, "cluster support", what level of data cohesion is really needed in
> the application.  It may only be a half a day of programming to make it
> work.
> 

What we are looking at is a simulator for psychological
evaluation/treatment of soldiers returning from the battlefield. The
typical scenario is something like a humvee being driven somewhere in
Iraq, suddenly an insurgent jumps out and fires an RPG into the vehicle.
Or an IED explodes destroying another humvee in front. Or something else
of similar kind happens. The point is to simulate the traumatic
situations the soldiers were in before and which are causing them psych.
problems in order for the therapist to be able to treat them.
However, it will not be a battle simulator/trainer, it should be
realistic but the requirements are too extreme.

The system should run in a CAVE where the clustering could be required
(could - I am not familiar with their system yet). The problems then
will be how to synchronize the movement of vehicles/insurgents or
projectile trajectories between the machines. This should be possible to
do on the scene graph level, however that takes more than just viewpoint
synchronization. We could probably do an ad-hoc solution synchronizing
only the relevant nodes in the scene graph, but I would prefer a more
generic solution if there is one.

Regards,

Jan

- --

Jan Ciger
GPG public key: http://www.keyserver.net/

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