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Remote rendering for games and 3D graphics
applications in the cloud
Patrick Petit (Bull)
Marius Preda (Telecom Sud Paris)
OW2 Annual Conference 2012 (OW2con'12), November 27-29, 2012
Slide 2/7
Agenda of presentation
Project Organization
Key Tenets and Objectives
Remote Rendering Principle
Platform Logical Architecture
Slide 3/7
Project Organization
Winner of Call for Projects #1
“Cloud Computing” by the
FSN (5 projects selected
nationwide)
Project length: 36 months
Official Start: 01/01/2012
Coordinator: Bull
Open Source (Apache V2)
http://gitorious.ow2.org/xlcloud
http://xlcloud.org/
http://gitorious.ow2.org/xlcloud
ATEME: H264/MPEG-4/AVC low latency
compression algorithms
Bull: cloud infrastructure, distributed systems
architecture and HPC cluster
CEA List: interactive simulation of natural
phenomenons, virtual reality
EISTI: marketplace, OpenERP integration
Inria Reso: energy efficiency
TSP (Lab Artemis): MPEG standardization, video
compression, multimodality
Silkan: massively distributed (HPC) software
architecture for interactive simulation
OW2: communication, dissemination
Slide 4/7
Key Tenets and Objectives
Provide virtual cluster instances on-demand through self-service API and Web UI
Point to point application latency (lag) < 200 ms (pipeline, capture/encode, network, decode,
display)
Standard compliance (Eg. SAML V2, OAuth 2.0, XACML)
Layered and modular design to allow for seamless support of many types of applications
and workloads (purpose-built PaaS computing environment)
Policy-based Service Level Management (SLM) with automatic scale-up / scale-down
Business applications integration framework for service composition and aggregation
Secure multi-tenant environment (isolation, strong authentication and access control)
Adaptation of the Cloud Management System to best leverage the underlying infrastructure
performance (HPC cluster)
Fine-grained resource usage metering and accounting for chargeback
Energy efficient meaning produce the most output for the least cost
Scene
analyzer
User
interaction
Scene
descriptio
n
Dat
a
AI
Local Input
Network
parameters
Remote Input
Segmentation
map
Depth map
Motion vectors
Application
Engine
Scene Graph
Rendering
engine
2D/3D graphics
Video
Encoder
Graphics
Encoder
RTP/UDP
Packetizer
Streamer
Network ready
packets
Compressed stream
Player
Interactivity
Terminal
parameters
Network
Server
Client
Network
How remote rendering works?
Slide 5/7
Example of games played in Remote Rendering
Slide 6/7
Platform Logical Architecture
Slide 7/7
Thank you for your attention

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XLcloud: Remote rendering for games and 3D graphics applications in the cloud, OW2con'12, Paris, November 2012

  • 1. Date to be set via "View/Header and Footer" Remote rendering for games and 3D graphics applications in the cloud Patrick Petit (Bull) Marius Preda (Telecom Sud Paris) OW2 Annual Conference 2012 (OW2con'12), November 27-29, 2012
  • 2. Slide 2/7 Agenda of presentation Project Organization Key Tenets and Objectives Remote Rendering Principle Platform Logical Architecture
  • 3. Slide 3/7 Project Organization Winner of Call for Projects #1 “Cloud Computing” by the FSN (5 projects selected nationwide) Project length: 36 months Official Start: 01/01/2012 Coordinator: Bull Open Source (Apache V2) http://gitorious.ow2.org/xlcloud http://xlcloud.org/ http://gitorious.ow2.org/xlcloud ATEME: H264/MPEG-4/AVC low latency compression algorithms Bull: cloud infrastructure, distributed systems architecture and HPC cluster CEA List: interactive simulation of natural phenomenons, virtual reality EISTI: marketplace, OpenERP integration Inria Reso: energy efficiency TSP (Lab Artemis): MPEG standardization, video compression, multimodality Silkan: massively distributed (HPC) software architecture for interactive simulation OW2: communication, dissemination
  • 4. Slide 4/7 Key Tenets and Objectives Provide virtual cluster instances on-demand through self-service API and Web UI Point to point application latency (lag) < 200 ms (pipeline, capture/encode, network, decode, display) Standard compliance (Eg. SAML V2, OAuth 2.0, XACML) Layered and modular design to allow for seamless support of many types of applications and workloads (purpose-built PaaS computing environment) Policy-based Service Level Management (SLM) with automatic scale-up / scale-down Business applications integration framework for service composition and aggregation Secure multi-tenant environment (isolation, strong authentication and access control) Adaptation of the Cloud Management System to best leverage the underlying infrastructure performance (HPC cluster) Fine-grained resource usage metering and accounting for chargeback Energy efficient meaning produce the most output for the least cost
  • 5. Scene analyzer User interaction Scene descriptio n Dat a AI Local Input Network parameters Remote Input Segmentation map Depth map Motion vectors Application Engine Scene Graph Rendering engine 2D/3D graphics Video Encoder Graphics Encoder RTP/UDP Packetizer Streamer Network ready packets Compressed stream Player Interactivity Terminal parameters Network Server Client Network How remote rendering works? Slide 5/7
  • 6. Example of games played in Remote Rendering Slide 6/7
  • 8. Thank you for your attention