RattnerIDF

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Virtual Worlds – The Rise of the 3D Internet

Justin Rattner, Intel CTO, Sept 20, 2007 at Intel Developer's Forum

This is an abstract of the video viewable here: http://www.intel.com/pressroom/kits/events/idffall_2007/webcasts.htm [1] Best DVD to iPhone Converter Convert Video to iPhone

Enters with an avatar that travels through There, SL and Multiverse.

"We could be seeing a mashup of all three..."

"In many ways this feels like 1993..."

As DARPA PI, few us imagined the 2D web would be global. Since '93 the Web has changed the way we interact. Are we at the same point now with 3D?

Are we at the threshold? Gartner Group says big market applications happens when we change the way we interact with computers..

Evidence:

  • Lot of activity, experimentation:
    • Creative content: wikis, blogs, content
    • Commerce: amazon, ebay
    • Social: MySpace, SL
    • Play: WoW, XBox live

Five dimensions

How to transition to 3D Web

  1. presentation -
  2. user content - is it customizable
  3. persistence - leave your tracks
  4. social interaction -
  5. physics -

MySpace -> Google Earth -> SL

SL Moves all factors to the right on a continuum. BUT IT IS NOT A 3D WEB.

We want:

  • movie-quality graphics
  • easy content creation
  • persistence across worlds
  • higher levels of social interaction
  • better HCI interfaces
  • behavior of objects to be more natural

Wired says 60M users for all MUVEs. "Where is the knee of the curve?"

Virtual World Flavors

Different flavors of possible parents of THE 3D internet.

MMORPG: richest immersive experience

Metaverses: Snowcrash - client/server, peer-2-peer (Need more exciting visual experience)

Paraverses: mashup of physical/virtual (computer-assisted virtual surgery)

Machinima: Video inside HBO buys for six-figure an SL vid

(1/3rd of video in a QWAQ spokesperson demos Croquet)

  • QWAQ is a workplace simulator built in Croquet.
  • Shows avatar selection, a colleague in Portland and productivity applications shown on a wall.
  • Enterprise server Miramar server then into a conference room for modeling exercise.

Megatrends

Lot's of "no"s here. Why will happen now when not before - 10 years ago? Megatrends:

  • Social networking growing mature
  • User-created content ubiquitous
  • High Def TV and displays
  • Virtual economy connection to RL money
  • Has become socially acceptable and appropriate

Healthcare sims

Paraverse for medical care: Dr. Court Cutting uses synthetic scalpel on virtual model for "Cleft lip for teaching." "We train surgeons on the backs of the poor." http://www.med.nyu.edu/pubs/cuttic01.html

"We need Finite Element Software in real time, not off-line."

Demo by guy from http://www.biodigitalsystems.com

Virtual surgical simulation expert: Z Incision with elasticity. Shows a flat piece of tissue but need more computing power to map to complex shape like cleft lip.

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Computational power issues

So back to the 2D web - request to server, page returned, browser renders the content then user can click again.

This is a light load. 3D is much more intense. Users take action within "spaces and places" and not pages. And this content is user-generated, not carefully crafted. Server then resolves all interactions and generate a per-user unique model. And this needs to be at frame rate, 30fps hopefully.

Users possible per server:

  • EVE 35,000
  • WoW 2,500
  • SL 160

75% of server time spent doing floating point, finite element modeling. This is an order of magnitude more difficult

Load on processors:

  • 2D environment: Processor: 20%, gpu 0
  • GoogleE: gpu 15%
  • Full 3D 70% processor, gpu 50%

We project 3x cpu, 20x gpu to move clients from 2D to 3D web.

Bandwidth demand:

  • MMORPG (WoW) has light bandwidth usage
  • SL with user-generated is 100x bandwidth of MMORPG

(2/3 through video - critiques SL as looking un natural.)

Realtime Raytracing

Daniel Pold(?) Intel researcher - shadows bad in SL because they are drawn on the textures. Using ray-tracing for natural settings

Realtime ray-tracing of Quake and then a video of Quake and Prey. Physical correctness of ray tracing gives you a good looking scene with minimal effort from user-creator.

Natural object rendering

Ronald Fedkiw, stanford showed movies about fabrics and fluids: http://graphics.stanford.edu/~fedkiw

Interface peripherals

We need to do more than make it look good and act good. We need to get the user engaged. See the Wii game for evidence that small increases in UI has big impact

  • Novent Falcon - force feedback device let you feel your way through (makes joke about sexuality)

http://home.novint.com/whatis3dtouch/what_is_3d_touch.php

Managing identities

Another problem: Identities Role separations "fungibility" Trusted identity: Trick is to make sure it is done in a trusted way. Behaving within social norms

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