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INTRODUCTION TO NETWORKED GRAPHICS
SIGGRAPH ASIA, 2011
Anthony Steed
Department of Computer Science, University College London, UK
1. Overview
The Internet has change vastly over the last 10 years. Increasingly, the computer graphics applications we use at work and play are supporting real-time interaction over various types of network. This course introduces the techniques that are used to enable real-time 3D graphics applications such as games and simulators to interact over modern networks. It covers the state of the art in combating latency, bandwidth and scalability constraints.
We take a broad view of networked graphics, including the domains network games, virtual reality and networked simulations. We start by demonstrating why networked graphics applications have different requirements on the network compared to “normal” applications such as web browser. We then describe the problems of providing consistency in networked graphics situations. The main barriers to providing total consistency of views are latency and bandwidth so we discuss ways in which these can be accommodated. Finally we give a survey of other important issues, some other uses of networking and some recent di***ptive technologies.
2. Audience
Developers, programmers and analysts interested in networked graphics and its application in games and simulation. Researchers from a range of disciplines interested in the latest state of the art and areas for future development in networked graphics. Students interested in learning more about key technologies behind games, virtual reality and simulations.
If you plan to come to this course, some basic experience of Internet technologies such as standard protocols & services will be helpful. There is a very short re-cap in the first session. We will assume some basic knowledge of computer graphics such coordinate systems & types of 3D model used in real-time systems. Some prior experience playing some real-time networked computer graphics simulations (e.g. games) will have exposed you to some of the issues of consistency that we emphasise during the short course.
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3. Lecturer
Anthony Steed is a Professor in the Department of Computer Science at University College London. He leads the Virtual Environments and Computer Graphics research group that numbers around 40 staff and doctoral students. His research interests are in collaborative virtual environments, immersive virtual reality, interaction, and human animation. With Manuel Oliveira he wrote the book Networked Graphics: Building Networked Virtual Environments and Networked Games. In the academic year 2006 - 2007 he was on sabbatical to Electronic Arts in Guildford. He is also the director of the United Kingdom's Engineering Doctorate Centre in Virtual Environments, Imaging, and Visualization.
4. Resources
The lecturer is the main author of the book Networked Graphics: Building Networked Virtual Environments and Networked Games, from Elsevier.
This course, and other materials can be found on the Networked Graphics site:
http://www.networkedgraphics.org/
in particular this course including supplemental materials is available here:
http://www.networkedgraphics.org/materials/sigasia2011
That page includes some suggested links for further reading, other sites
Elsevier make freely available from their website Chapter 3 of the Networked Graphics book, which contains a more detailed introduction to the Internet technologies:
http://www.networkedgraphics.org/materials/chapter3
Also that site there are many more lecture slides including slides for a day long course and slides to create an 20-30 hour lecture module for undergraduates or masters-level students). There are additional articles on technologies that have evolved since the book was written and case studies that didn’t make it in to the book. There is a blog that tracks interesting new resources for networked graphics. There are several code examples for you to try.
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5. Schedule
This is a half-day (3.75 hour) course.
Course Overview (5 mins)
Introduction (40 mins)
- A very short history of networked graphics
- Requirements for networked graphics
- The Internet and TCP/IP stack
- Basic protocol and architecture choices
Requirements and Constraints (15 mins)
- Internet performance
- Why are all types of networked graphics non-standard networking applications?
- Requirements on consistency
- Implications for latency and scalability
Latency (45 mins)
- Synchronising state with latent communications
- Playout delays, local lag
- Extrapolation and dead reckoning
Break (15 mins)
Bandwidth Management & Scalability (45 mins)
- Bandwidth constraints
- Management of awareness
- Interest specification
- Server partitioning
- Peer to peer networking
Application Support & Recent Research (30 mins)
- Security
- Streaming
- Cluster graphics
- Thin clients
- Scalable peer to peer
Conclusion / Q & A / More Demos (30 mins) |
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