[AusNOG] Streaming telemetry in the wild
Warren Harrop
wharrop at room52.net
Sun Sep 18 09:58:35 AEST 2022
On 9/14/22 16:16, Richard Bayliss wrote:
> I’m disappointed to learn that no one is advocating for the video game based
> telemetry management tool presented at AusNOG years ago.
>
> "Real-time network monitoring using 3d game engine :: Warren Harrop, Swinburne
> University”
>
> Shame the presentation isn’t shared, it was a great talk:
>
> https://www.ausnog.net/events/ausnog-01/presentations
> <https://www.ausnog.net/events/ausnog-01/presentations>
Hello, Warren here - thank you for the kind words.
You've made me think that I could dig out the slides from that 2007 presentation
(it has to be somewhere in my terabytes of data), but instead of that, if anyone
would like to have some bed-time reading to aid in sleep, you can jump ahead in
time and read the (166 page) thesis of that work:
"Using immersive real-time collaboration environments to manage IP networks" (2014)
https://researchbank.swinburne.edu.au/items/c025f8e2-be90-49e9-9db8-cd657c356582/1/
(full pdf is linked on that page)
The final version of the work used the Quake 3 engine as the base for the
collaborative network management.
Unfortunately for this specific conversation though, the software is probably
not really for production use, and is more of a proof of concept. The main issue
as I see it, is that the open source game engines at the time had significant
limitations (mostly around allowing for dynamic enough worlds/objects/textures
etc.).
I've not returned to network visualisation or collaborative control since then,
so I'm also not sure what the current state of the art is in the area. (Although
I do work for Netflix on the Open Connect CDN, it's as a hardware engineer for
the OCA cache servers, not on the networking team.)
Someone these days could probably have a bigger swing at network visualisation
and control in 3D though. With a more modern game engine, you'd probably not
have to spend as much time with workarounds to engine limitations. The engines
are far more versatile (as an example, the Unreal engine is being used to create
virtual sets these days for TV and movies - that are fully editable in real time).
Oh, and throw in the phrase "metaverse" into the funding request, and you'd get
yourself some serious cash.
Warren Harrop
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