Using projection aggregations to support scalability in distributed simulation

S. Singhal, D. Cheriton
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引用次数: 67

Abstract

Distributed interactive simulation systems are growing to include well over 100,000 dynamic entities for applications such as multiplayer video games, military and industrial training, and collaborative engineering. In these applications, each host receives updates (such as position and orientation) from remote entities, models and renders the scene, and performs other tasks such as collision detection. The number of entities places a heavy burden on both the networking resources and computational resources available to the application. To address these limitations, some systems have aggregated information about groups of simulation entities according to their organizational structure or their location within the virtual world. However traditional aggregation techniques are inadequate because remote hosts need to access entities based on both their organization and their virtual world position. This paper describes projection aggregations, a technique for grouping entities by both their organization and location. Remote hosts use projections to control which entities are represented locally and at what level-of-detail. We describe how projection aggregations are implemented in a networked environment and demonstrate how they reduce network bandwidth and computational requirements. Finally, we argue that projection aggregations represent a general-purpose framework for representing all simulation entities, thereby supporting evolution of entity models.
使用投影聚合来支持分布式仿真中的可伸缩性
分布式交互仿真系统正在增长,包括超过100,000个动态实体,用于多人视频游戏,军事和工业培训以及协作工程等应用。在这些应用程序中,每个主机接收来自远程实体的更新(如位置和方向),建模和渲染场景,并执行其他任务,如碰撞检测。实体的数量给应用程序可用的网络资源和计算资源带来了沉重的负担。为了解决这些限制,一些系统根据它们的组织结构或它们在虚拟世界中的位置聚合了关于模拟实体组的信息。然而,传统的聚合技术是不够的,因为远程主机需要根据它们的组织和虚拟世界的位置来访问实体。本文描述了投影聚合,一种根据实体的组织和位置对实体进行分组的技术。远程主机使用投影来控制哪些实体在本地表示,以及在什么详细级别上表示。我们描述了投影聚合如何在网络环境中实现,并演示了它们如何减少网络带宽和计算需求。最后,我们认为投影聚合代表了一个表示所有模拟实体的通用框架,从而支持实体模型的进化。
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