A game engine-based multi-projection virtual environment with system-level synchronization

N. Hashimoto, Y. Ishida, Makoto Sato
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引用次数: 0

Abstract

In multi-projector displays, which surround users with high-resolution images, a PC-Cluster is often used for realistic and real-time image generation. However, developing applications that support parallel processing on the PC-Cluster is quite troublesome. It is also difficult to acquire sufficient rendering performance because of the limited bandwidth of the PC-Cluster. Therefore, we aim to achieve affordable and accessible software environments for the multi-projector displays. In this paper, we describe a self-distributing software environment for inheriting existent game engines which provide basic functions of realizing virtual environments. This environment achieves minimum data communication based on a master-slave model. The communication mechanism is automatically applied to target applications by intercepting APIs. Hence we can directly exploit high-capability of the existing game engines on the multi-projector displays.
基于游戏引擎的具有系统级同步的多投影虚拟环境
在以高分辨率图像环绕用户的多投影机显示器中,PC-Cluster通常用于逼真和实时的图像生成。然而,在PC-Cluster上开发支持并行处理的应用程序是相当麻烦的。由于PC-Cluster的带宽有限,也很难获得足够的渲染性能。因此,我们的目标是为多投影机显示器实现价格合理且易于访问的软件环境。本文描述了一个自分布的软件环境,用于继承现有的游戏引擎,这些引擎提供了实现虚拟环境的基本功能。该环境实现了基于主从模型的最小数据通信。该通信机制通过拦截api自动应用于目标应用程序。因此,我们可以直接利用现有游戏引擎在多投影机显示器上的高性能。
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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