[x3d-public] SSR: server-side rendering

doug sanden highaspirations at hotmail.com
Mon Feb 23 14:50:05 PST 2015


http://ssrserver.ddns.net:8080/SSRClient.html
Q. can someone try this link and see if it loads?
Thanks,
Doug
more..
Let me know if this link works. It's a no-ip.com domain, my router is supposed to be updating their DNS with its dynamic IP, and I've set my router's port-forwarding for port 8080/8080 to my home server where SSRserver is running on port 8080.
I can't see it using the external url, I've heard that's due to loop back and there are some tricks to see it locally.
But I can see it on localhost:8080/SSRClient.html

> Date: Sat, 14 Feb 2015 07:16:07 +1000
> From: tom_a_sparks at yahoo.com.au
> To: x3d-public at web3d.org
> Subject: Re: [x3d-public] SSR: server-side rendering
> 
> On 14/02/15 02:38, doug sanden wrote:
> > IDEA: SSR - server-side rendering: render the scene on a server and ajax screenshots to client
> > -Doug 
> > more..
> > 1. client side page shows:
> > a) a rendered image when not navigating
> > b) a ground grid during mouse/touch drag navigation
> > http://dug9.users.sourceforge.net/web3d/tests/SSR/grid4_x3dom.html
> > 2. At the end of a drag when the touch/mousebutton is released, the accumulated navigation is ajaxed to the server, and the server moves an avatar, takes a screenshot, compressed to jpg, and sends back to client.
> > 3. client renders the image over/instead-of the grid
> > 
> > Purpose of the grid: to give user a sense of how far and what direction they are navigating when there's no visible scenery
> > - they can guestimate how far they want to go
> > Option: server renders 2 or 3 'depth slices' of the view frustum against transparent background, and ajaxes all depth slices, and the client composes them, as textured planes in 3D scene to give a sense of distance
> > 
> > Benefits:
> > - for large scenes, no geometry to download other than small grid. very fast to get into a large scene
> > -- avoids the need for any kind of binary compression other than jpeg
> > - for proprietary scenery, only screenshots are sent to client, no need to encrypt
> > - best when scene contains no time-based animations - just static geometry
> > -- option: also detect short mouse/touch 'clicks' and send them to server as clicks instead of navigations
> > - server-side scenes can have conventional x3d/vrml97 files with Protos and advanced nodes
> > 
> I like the idea
> but portal rendering[1] would work better idea as long as you render the
> layered depth images on the server
> 
> [1] http://en.wikipedia.org/wiki/Portal_rendering
> [2]
> http://www.cs.princeton.edu/courses/archive/spr01/cs598b/papers/rafferty98.pdf
> 
> tom
> 
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