Visual Cloud

To satisfy high consumer demand for visually-based entertainment such as video and gaming, as well as online social interaction, service providers began to deploy visually oriented applications in centralized data centers and use distributed content delivery networks to make that content accessible to their users.

[2] Visual cloud applications can be roughly divided into four primary domains: The overall amount of video being delivered throughout the world is increasing significantly, as new sources develop.

As this content is stored in data centers and ultimately transmitted to end-users, workloads such as these (and many others) may be applied to the content, with factors such as bit rate and resolution tailored to match the transmission medium and capabilities of the end-consumer device Interactive 3D (e.g., virtual desktop infrastructure) and batch rendering (e.g., Renderman) operations may be performed at scale in visual cloud usages, where the user is remote from the site of the rendering operations.

Example usages in this domain include the following: The varying requirements for the scale of performance and density among these workloads have implications for the cloud resources that optimally support them.

The training portion of this approach typically takes place over an extended period of time and involves teaching the algorithm by mapping large amounts of input data to specific output classifications.

For example, head-mounted display rendering might be done locally to the user to minimize latency, but live VR content distribution could be done predominantly from the cloud.