Monday, September 8, 2008

The 3D Cellphone


Big computer companies like IBM and HP are developing software that allows you do view highly detailed 3D worlds on modest client machines (see DCV and RGS links below). This is accomplished by doing the rendering on the server side and sending the screen to a number of smaller clients.

Companies like Vollee and OTOY are doing something similar, but targeted at the cellphone. Imagine that you are running a 3D world like Second Life on your cellphone. But, since your phone does not have the compute or storage resources to really do this, all of the rendering is being done on a server and the results streamed to your phone in the form of a digital movie (MP3, Flash video, etc.). Your inputs on the phone are commands to move through the virtual world and interact with the objects there. These commands are carried to a server where the simulation and graphic rendering are done and the finished video frames are streamed back to your phone for you to see. Clearly there will be some video lag between the command and the visual results as the key entries travel to the server, are simulated and rendered, and the results travel back to your phone. if you are old enough you will remember that this is how text entry and order execution worked with the old terminal windows back when "the Internet" meant textual applications on a command line and there was no such thing as "the Web". You may also have seen the gradual evolution of that primitive interface into rudimentary graphic menues as clever people showed that the text could acrually drive a menu system rather than just showing up on a command line.

High-def rendering on all devices will become a reality. A few years ago we thought it would happen through the miniaturization of the GPU so that all phones had an Nvidia or ATI chip in them. But faster networks are making this possible while the GPU remains on the server machine. The connection between the client and server is fast enough that the two seem to share the visualization capability. There may be several technical hurdles to work through, but the community have solved bigger problems than those to get where we are now. Keep looking for great things on small devices.

IBM: http://www-03.ibm.com/systems/deepcomputing/visualization/
HP: http://h20331.www2.hp.com/hpsub/cache/286504-0-0-225-121.html
Vollee: http://www.vollee.com/secondlife
OTOY: http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/

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Wednesday, February 13, 2008

Server-side 3D Rendering

The idea that it is more efficient to render 3D images on a server and then deliver these to clients in real time runs counter to the way distributed systems have been developed for decades. We have always lived in a world in which network bandwidth was so scarce and so slow that it was the bottleneck for distributed systems. IBM, Sun, and HP all see a future in which bandwidth is much more abundant and the delivery speeds are many times faster. They are beginning to create distributed visualization systems that allow all of the heavy visualization work to be done on a server and distributed to clients in a manner similar to MP3 movies (e.g. try watching streaming movies on your PC from Netflix). But they also believe that delivery speeds will be fast enough to allow two-way interaction so that the customer on the client end can navigate through the world and make changes to it while it is being rendered on the server side. Currently it appears that they are able to do this with 3D spaces where the client is primarily interested in moving around objects like machine parts and 3D molecules. The client may occasionally make a change and see the effect reflected back by the server in near real time. This is a necessary first step toward server-side rendering for virtual simulation and gaming environments. I do not think we are at a point where we can support real time interactive play yet and are probably very limited in the number of independent players that can be supported. But the financial benefits of this technology are so compelling that I expect many companies to push on this technology until they make it happen. Even Amazon web Services could be a provider in this space if there is enough demand It essentially turns every electronic device into the equivalent of a rendering machine. Imagine playing the hottest new computer game on your iPod, PDA, or cellphone – and not the high-end version, but a very mediocre piece of hardware. Also, imagine that you do not have to upgrade your computer when a new high-powered game comes out because all of the hardware upgrade is done on the servers. The number of potential customers for such a service is certainly in the tens of millions and perhaps handreds of millions. It seems to be on the scale of the cell phone market in size.

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