Introduction to networked graphics
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Increasingly, the computer graphics applications we use at work and play are exploiting and supporting real-time interaction in networking. Our course will introduce attendees to recent advances and best practice in the networking of graphics applications. We take a broad view of networked graphics, including the domains of network games, virtual reality and networked simulations. We start by noting why networked graphics applications have different requirements on the network as compared to "normal" applications. We then pay particular attention to issues of latency, bandwidth and scalability. The course is very timely; networking has been acknowledged in SIGGRAPH's own materials as important for application domains ranging from games through training to visualisation. Most existing tutorial material was developed before the age of commonly available broadband and wireless technologies. These technologies have enabled different types of environment and technology strategies, from massive social worlds with thousands of users through to fast-paced games on peer-to-peer networks. Furthermore, with the resurgence of thin-client systems such as Onlive#8482;, the field is ripe for further innovation.