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A 5-step process developed by Rudrajit Samanta and Thomas Funkhouser at Princeton University in 2001, focusing on object replication in a scene graph. The method involves scene graph construction, online object replication, client traversal and assignment, rendering, pixel compositing, and display. Utilizes load balancing strategies and compression schemes to optimize server assignment and prevent network overload. Results obtained through server rendering and peer-to-peer pixel composition. Implementation on a PC cluster with specific hardware specifications.
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K-Way Replication Rudrajit Samanta, Thomas Funkhouser, Kai Li Princeton University 2001
5 step process 2 preprocess steps: - Scene Graph Construction - Object Replication Online/Runtime Steps: - Client Traversal & Assignment - Render & Pixel Composite - Display
Scene Graph • Multiresolution scene graph (from coarse root node to detailed leaf nodes)
- Objects get replicated out to k nodes where k << n. Trying to prevent future starvation (Round Robin Fashion at lowest granularity). - Client has copy of scene graphs, minus polygonal meshes - Client assigns servers to objects per frame using one of two load balancing strategies: Least Server First or Least Cost First/Closest Dot First
- Client assigns servers to viewports for rendering * Servers Render * Servers Perform Peer-to-Peer Pixel Composition - used compression scheme to prevent overworking network ( implemented using interleaving rendering with network sends...other option could be bursts (photonic multicast?)
Results • David (800 MB), St. Matthew Coin (700 MB), Visible Man Bone (250 MB) • PC cluster of P3 733 MHz, 256 MB RAM, GeForce 2 video cards