NVIDIA's Cloud Rendering

NVIDIA announces CloudLight, a cloud-based "system for amortizing indirect lighting in real-time rendering." They say this new framework "explores tradeoffs in different partitions of the global illumination workload between Cloud and local devices, with an eye to how available network and computational power influence design decisions and image quality." This video offers a look at what this means in case the following explanation isn't crystal clear:
We introduce CloudLight, a system for computing indirect lighting in the Cloud to support real-time rendering for interactive 3D applications on a user's local device. CloudLight maps the traditional graphics pipeline onto a distributed system. That differs from a single-machine renderer in three fundamental ways. First, the mapping introduces potential asymmetry between computational resources available at the Cloud and local device sides of the pipeline. Second, compared to a hardware memory bus, the network introduces relatively large latency and low bandwidth between certain pipeline stages. Third, for multi-user virtual environments, a Cloud solution can amortize expensive global illumination costs across users. Our new CloudLight framework explores tradeoffs in different partitions of the global illumination workload between Cloud and local devices, with an eye to how available network and computational power influence design decisions and image quality. We describe the tradeoffs and characteristics of mapping three known lighting algorithms to our system and demonstrate scaling for up to 50 simultaneous CloudLight users.

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Re: NVIDIA's Cloud Rendering
Jul 29, 2013, 10:08
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Re: NVIDIA's Cloud Rendering Jul 29, 2013, 10:08
Jul 29, 2013, 10:08
 
avianflu wrote on Jul 29, 2013, 09:24:
fascinating (especially for tablet users) though network bandwidth is always going to be the notable bottleneck with this tech.

Bandwidth won't be a problem. These photon trace results are extremely tiny, the actual work of rendering is still done by the GPU on-site, but the trace calculations of a moving light source (which are extremely costly in terms of performance) can be offloaded to external servers, giving you a performance boost... not to mention you can have more advanced GI now that traces more than 1 jump (ie, more than 1 surface deflection) and thus spread around ambient light more realistically.

Basically, the bandwidth required is extremely small... latency is the real linchpin for moving light-sources. And if it can stay within 100ms it's fine.
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