Stable and Scalable Method Based on Application-Level for Improving Distributed Interactive Visual Applications' Performance

Genyuan Zhang, Zhao Lei
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Abstract

virtual reality application such as second life and other multi-player game is a set of special Distributed Interactive Applications (DIAs), because a sender node forwards data to receivers due to their respective priorities. In general application level protocol is adopted to multicast: the significance-based directed minimum spanning tree was designed for these DIAs. In this paper we propose a novel application level algorithm: Quantificational Analysis and Prediction for Significance with directed minimum Spanning Tree (QAPSST), which can efficiently predict priorities for the receivers and quantize the predicted priorities to build a multicast distribution tree data structure. Furthermore, QAPSST can easily integrate the quantized significance into game environment and simplify significance deployment. Our significance-based directed minimum spanning tree has significance-efficient predict mechanism and the system consumes a tremendous amount of resource and still is stable and scalable when its size increases drastically. The experiment results show that QAPSST is able to efficiently make significance predict and keep system stable with huge amount of users.
基于应用层的稳定可扩展分布式交互式可视化应用性能改进方法
虚拟现实应用程序,如第二人生和其他多人游戏是一组特殊的分布式交互应用程序(DIAs),因为发送方节点根据各自的优先级将数据转发给接收方。一般采用应用层协议进行组播,并设计了基于意义的有向最小生成树。本文提出了一种新的应用层算法——有向最小生成树显著性量化分析与预测算法(QAPSST),该算法可以有效地预测接收方的优先级,并将预测的优先级量化,从而构建组播分布树数据结构。此外,QAPSST可以很容易地将量化的显著性集成到游戏环境中,简化显著性部署。我们的基于显著性的有向最小生成树具有显著性高效的预测机制,系统在消耗大量资源的情况下,在系统规模急剧增加时仍然保持稳定和可扩展性。实验结果表明,QAPSST能够有效地进行显著性预测,并在用户数量庞大的情况下保持系统的稳定性。
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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