Frequently Asked Questions
  1. What is Visual Area Networking?
  2. What is the relationship between Visual Area Networking and OpenGL Vizserver®?
  3. What is the current version of OpenGL Vizserver?
  4. How do individuals benefit from using OpenGL Vizserver?
  5. How do organizations benefit from using OpenGL Vizserver?
  6. How are previous uses of computers different from a Visual Area Network?
  7. Why haven't I been able to do this before?
  8. Why would I use OpenGL Vizserver when desktop workstations have powerful graphics?
  9. What servers are supported?
  10. Are servers not based on SGI® IRIX® supported?
  11. What clients are supported?
  12. How are scalable solutions provided with OpenGL Vizserver?
  13. Does OpenGL Vizserver allow me to combine the power of multiple graphics pipes be used to drive a session with a single display?
  14. Are multiple simultaneous users on a graphics pipeline supported?
  15. What performance will I get from using OpenGL Vizserver?
  16. Does OpenGL Vizserver support stereo?
  17. What kind of compression is available with OpenGL Vizserver and how does it affect my image?
  18. Does OpenGL Vizserver support hardware readback?
  19. What kind of authentication does OpenGL Vizserver support?
  20. Does OpenGL Vizserver provide a usage log?
  21. Does an application need to be modified/recompiled in order to run under OpenGL Vizserver?
  22. Does OpenGL Vizserver support reservation of a graphics pipe for future usage?
  23. Does OpenGL Vizserver support GUI-based administration?
  24. Can I use this over a wide area network?
  25. Can I use OpenGL Vizserver for wide-area collaboration among multiple simultaneous users?



1.What is Visual Area Networking?
Visual Area Networking (VAN) solutions from SGI delivers the power of Silicon Graphics Prism® family and SGI® Onyx® family systems to client computers using standard networking technology and existing multivendor desktop devices. It is also used to link Silicon Graphics® desktop systems used as personal collaboration systems to multivendor desktop devices in a highly productive collaborative environment Clients range from multipipe SGI Onyx family systems driving SGI® Reality Center® environments all the way down to desktop systems, portable tablets, and more.

VAN is all about running applications on remote servers and transporting the resulting stream of images to one or more client devices. The clients then decompress the image stream (if necessary) and display the interactively generated results while at the same time sharing keyboard and mouse control of the application with the visual server. All communication takes place using commodity TCP/IP networks at rates that need not exceed those of 100Base-T, ATM, or Gigabit Ethernet networks. In fact, even T1 wide area networks are quite capable of delivering interactive visual serving sessions across intercontinental distances. In this way, the desktop user can have access to advanced rendering techniques (such as volume visualization), integrated high-performance computing, hundreds of gigabytes of memory, and multiple gigabytes per second of I/O that are available only on Silicon Graphics Prism and SGI Onyx family systems.

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2.What is the relationship between Visual Area Networking and OpenGL Vizserver?
Visual Area Networking from SGI is the combination of hardware and software that delivers remote visualization capabilities anywhere. OpenGL Vizserver is the client/server software environment that has been developed by SGI and is at the core of each Visual Area Networking solution. A Visual Area Network has six parts:
  • A visual server can be either a multi-user SGI scalable visualization system (like the Silicon Graphics Prism or Silicon Graphics Onyx4) or a Silicon Graphics visual workstation like the Silicon Graphics Prism Deskside or Silicon Graphics® Tezro® that acts as a personal collaboration system.
  • A client system, which can be an SGI IRIX, Mac OS X, Sun™ Solaris™, Linux®, Microsoft® Windows NT®, Windows® 2000, or Windows® XP workstation or a wireless tablet computer running Linux or Windows® XP Tablet PC Edition
  • A commodity TCP/IP network to connect the visual server to the desktop client
  • OpenGL Vizserver software that runs on both the visual server and the client systems and provides compression, communications, and control over the network
  • The user's OpenGL® applications, running without modification
  • SGI Professional Services to customize the installation and integrate it into your operational environment
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3.What is the current version of OpenGL Vizserver?
OpenGL Vizserver 3.5 was released in July 2005 and is downloadable from Supportfolio.
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4.How do individuals benefit from using OpenGL Vizserver?"
Individuals can gain deeper and more immediate insight into their science or engineering problems by working with full-scale, high-resolution data sets--which is possible only by using the unique capabilities of Silicon Graphics scalable visualization systems--rather than being confined to low-resolution and partial designs on a desktop computer. Individuals also become more productive because they no longer have to travel - or even walk down the hall - to use a high-end system. OpenGL Vizserver brings visualization resources to people, not the other way around. OpenGL Vizserver also allows multiple people to visualize and manipulate the same data set at the same time, so they can reach better decisions faster.

Individuals also benefit by having direct access to experts to help solve difficult problems. By using desktop-to-desktop personal collaboration, an individual can work with an expert in a specific field for a short amount of time without having to copy data or worry about software revision levels. By allowing remote experts to directly manipulate the applications and data on their systems, individuals can drastically reduce the amount of time required to solve specific problems. The cumulative effect of more efficient use of experts is that an organization is more productive and delivers designs and solutions in less time and with less cost than ever before.

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5.How do organizations benefit from using OpenGL Vizserver?
Organizations benefit because:
  • Their most important and expensive resources--their people--are more productive and generate more discoveries in less time
  • A single, scalable system is deployed as a shared resource instead of requiring multiple dedicated SGI Onyx family systems
  • The virtualization of visualization resources enables organizations to reallocate resources without moving them, thus maximizing utilization while meeting peak demands from individual groups.
  • The same Silicon Graphics scalable visualization system can be used to drive an SGI Reality Center facility with all of its associated benefits
  • The same system can be used as a supercomputer to solve large-scale problems, producing breakthrough results for the organization
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6.How are previous uses of computers different from a Visual Area Network?
Certain limited types of remote visualization have been possible in the past. Some of these include:
  • Videoconferencing: Videoconferencing uses low-resolution NTSC or PAL inputs to deliver video to a remote system. This input is, at best, 640x480 resolution and is encoded in a very lossy fashion, so it delivers relatively poor image quality. Because the content stream is unidirectional, there is no way to control the server from the client.
  • Redirection of X and OpenGL displays to a remote system: This solution sends all of the graphics commands to the desktop system for local execution-thereby limiting image quality and graphics performance to the capabilities of the desktop system-while loading the network with every piece of information necessary to do the rendering. If the scene is simple and the network fast and otherwise inactive, this solution can work very well. However, today's leading applications use large amounts of texture memory, large numbers of polygons, and advanced rendering techniques that are unavailable on desktop systems. For leading applications and current problems, compressed images created by OpenGL Vizserver can now take up less network bandwidth than the underlying streams of OpenGL data used to generate them.
  • Fiber-optic cabling to individual desktops: This solution provides high-quality images to directly connected desktops. However, this solution requires that special cabling be pulled to every office where the use of the scalable system will be needed. This cabling is limited to short distances of ~1 km. Visual serving solutions use general-purpose networks that are most likely already in place, thus eliminating the cost of pulling specialized cable and overcoming its distance limitations.
  • Shared desktop capabilities (e.g., Microsoft® NetMeeting® or SGImeeting™): These solutions work in a manner similar to OpenGL Vizserver but are designed to work over low-speed lines, provide roughly 10% of the performance of OpenGL Vizserver, and do so with reduced image quality.
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7.Why haven't I been able to do this before?
SGI has had prototype versions of this software for more than five years. However, it wasn't until calendar year 2000 that graphics performance, scene complexity, requirements for scalable computing and I/O with visualization applications, and network speed reached the point where this has become feasible.
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8.Why would I use OpenGL Vizserver when desktop workstations have powerful graphics?
There are three reasons why one would want to use OpenGL Vizserver:
  • Scalable computing, visualization, memory, and I/O: You can access large amounts of data at up to 300 times the rate available on desktop workstations or from a local NFS server (OpenGL Vizserver over a slower wide area network can provide you with even greater data access benefits), and you can extract analysis information from complex data sets at up to 50 times the rate possible with a desktop system
  • Resource sharing: Many users need access to high-end applications or databases for only a fraction of each day; OpenGL Vizserver can substantially reduce the cost of application software, hardware infrastructure, and system maintenance while increasing access to these tools throughout the organization
  • Single data set and protection of intellectual property: Organizations may not want multiple copies of their graphical data sets floating around, and they may not want graphics files being FTP'd, even within an organization, because of security issues
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9.What servers are supported?
OpenGL Vizserver runs on all configurations of the Silicon Graphics® Prism® family of visualization systems, as well as Onyx family systems. These systems include Silicon Graphics® Onyx2®, SGI® Onyx® 300, SGI® Onyx® 350, and the SGI® Onyx® 3000 series of advanced visualization systems. OpenGL Vizserver also runs on Silicon Graphics Octane2, Silicon Graphics Octane, and Silicon Graphics Fuel workstations, turning them into powerful personal collaboration systems.
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10.Are servers not based on IRIX supported?
Yes, OpenGL Vizserver leverages the scalable computing and graphics capabilities of SGI systems built on the SGI® NUMA architecture and is available for 64-bit Linux on the Silicon Graphics Prism family of visualization systems, as well as for IRIX on the Onyx family of systems.
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11.What clients are supported?
There are supported OpenGL Vizserver clients for systems running SGI IRIX 6.5, Mac OS X, Sun Solaris, Linux, Microsoft Windows NT, Windows 2000, Windows XP, and the Windows XP Tablet PC Edition.
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12.How are scalable solutions provided with OpenGL Vizserver?
Depending on the model, Silicon Graphics scalable visualization systems support up to 8, 16, or 32 graphics pipelines. Each of these graphics pipes can support an individual remote user or team. Since most users, including power users, need a high-end visualization system for only one or two hours a day, a single solution can support an organization with up to 100 users. These solutions have hundreds of CPUs, 1TB of memory, and tens of gigabytes per second of I/O to be shared among the all of the concurrent users or collaborative teams.
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13.Does OpenGL Vizserver allow me to combine the power of multiple graphics pipes be used to drive a session with a single display?
Yes, by using software compositing, like that available with OpenGL Multipipe SDK, OpenGL Vizserver allows you to select which pipes are output pipes and which pipes are used as rendering resources.
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14.Are multiple simultaneous users on a graphics pipeline supported?
Each graphics pipeline is dedicated to a single remote user or collaborative team at a time. When used in a collaborative fashion, the collaborative team sees the same results and has shared control of the application. There can be up to five different clients participating in a single collaborative session.
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15.What performance will I get from using OpenGL Vizserver?
If the application generates frames slower than the rate at which OpenGL Vizserver can transport them to the client, then OpenGL Vizserver will run at the full speed of the application. If the application runs faster on the SGI Onyx family system than OpenGL Vizserver can deliver the results, then performance scales linearly with the size of the OpenGL window and available network bandwidth. If network bandwidth remains the same and the application will support it, a window with a size of 800x600 can run as much as 2.5 times the rate of a 1280x1024 window. Current application testing on a Silicon Graphics Onyx4 system with the Scalable Graphics Capture card shows that OpenGL Vizserver 3.4 with a 1280x1024 active window runs at between 30Hz and 60Hz depending on the scene content.
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16.Does OpenGL Vizserver support stereo?
Yes, starting with OpenGL Vizserver 3.1, stereo is supported with SGI IRIX clients that support quad-buffered stereo. Remote users who join a collaborative session where stereo is being used can still participate, but they do not see stereo results.
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17.What kind of compression is available with OpenGL Vizserver and how does it affect my image?
The four compressors that come with OpenGL Vizserver provide 32:1, 16:1, 8:1, and 4:1 image compression plus interframe compression that can increase compression ratios by up to 5x for scenes with static backgrounds or models. These compressors plus an incremental version of "no compression" do frame-by-frame comparisons and send only those pixels that change from one frame to another. Reduced bandwidth requirements allow users to have faster frame rates over slow WAN connections, larger window sizes, higher image quality, or combinations of all three.

Additionally, OpenGL Vizserver provides a compression API. Using this API, a user/developer can integrate his or her own compression algorithm into OpenGL Vizserver. These algorithms can be based on frame-by-frame compression methods like CCC and ICC, or they can use interframe compression techniques like MPEG.

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18.Does OpenGL Vizserver support hardware readback?
Yes, with the Silicon Graphics Onxy4 system, multiple Scalable Graphics Caputure (SGC) cards can be used to accelerate readback performance and overall frame rates to as high as 60Hz.
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19.What kind of authentication does OpenGL Vizserver support?
OpenGL Vizserver supports the standard UNIX username/password mechanism, the Pluggable Authentication Mechanism (PAM) as well as an API that can be used to create custom authentication mechanisms. SGI Technology Solutions has experience delivering custom authentication capabilities, including Kerberos.
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20.Does OpenGL Vizserver provide a usage log?
Yes, OpenGL Vizserver provides a per-user usage log, which can be used for accounting and billing purposes.
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21.Does an application need to be modified/recompiled in order to run under OpenGL Vizserver?
No. OpenGL Vizserver is application transparent, and thus most OpenGL API-based applications do not require any modification or recompilation.
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22.Does OpenGL Vizserver support reservation of a graphics pipe for future usage?
Yes, OpenGL Vizserver supports pipe reservation at this time. OpenGL Vizserver has a reservation API so that users can build interfaces that connect into existing tools, such as Microsoft® Outlook®. OpenGL Vizserver also supports dynamic pipe allocation so that any graphics pipe that is initially designated for local use but is sitting idle can instead be used by an OpenGL Vizserver session.
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23.Does OpenGL Vizserver support GUI-based administration?
Yes, OpenGL Vizserver supports GUI-based, as well as command-line-based, administration.
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24.Can I use this over a wide area network?
Yes. OpenGL Vizserver runs over TCP/IP regardless of the distance or topology of the network. OpenGL Vizserver offers several tuning parameters to optimize WAN performance, and where distances are great, certain modifications to the TCP/IP window size may be used to optimize performance and overcome speed-of-light delay issues. Support for traversal of packet-filtering firewalls is also included.
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25.Can I use OpenGL Vizserver for wide-area collaboration among multiple simultaneous users?
Yes. Starting with OpenGL Vizserver 3.4, up to five remote collaborators can share a single session. Collaborative sessions can be initiated by any remote or local user, so you can have a collaborative session without having anyone directly connected to the visual server.
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