Maximising concurrency and scalability in a consistent, causal, distributed virtual reality system, whilst minimising the effect of network delays

D. Roberts, P. Sharkey
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引用次数: 57

Abstract

The development of large scale virtual reality and simulation systems have been mostly driven by the DIS and HLA standards community. A number of issues are coming to light about the applicability of these standards, in their present state, to the support of general multi-user VR systems. This paper pinpoints four issues that must be readdressed before large scale virtual reality systems become accessible to a larger commercial and public domain: a reduction in the effects of network delays; scalable causal event delivery; update control; and scalable reliable communication. Each of these issues is tackled through a common theme of combining wall clock and causal time-related entity behaviour, knowledge of network delays and prediction of entity behaviour, that together overcome many of the effects of network delays.
在一个一致的、因果的、分布式的虚拟现实系统中,最大限度地提高并发性和可扩展性,同时最大限度地减少网络延迟的影响
大规模虚拟现实和仿真系统的发展主要是由DIS和HLA标准社区推动的。在目前的状态下,关于这些标准是否适用于一般的多用户VR系统,一些问题正在浮出水面。本文指出了在大规模虚拟现实系统进入更大的商业和公共领域之前必须重新解决的四个问题:减少网络延迟的影响;可扩展的因果事件交付;更新控制;以及可扩展的可靠通信。这些问题中的每一个都是通过结合挂钟和因果时间相关的实体行为,网络延迟知识和实体行为预测的共同主题来解决的,这些共同克服了网络延迟的许多影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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