精选RIS功能-基于实体和事件的游戏和VR引擎子系统的集成

Dennis Wiebusch, C. Zimmerer, Marc Erich Latoschik
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引用次数: 4

摘要

现代游戏引擎提供了各种高端功能和子系统,这使得它们对AR/VR研究越来越感兴趣。在这里,通常需要将来自不同来源的特性组合在一起。本文提出了一种基于实体-事件状态解耦和交换的方法。该方法的目标是来自不同来源的子系统的组合,这些子系统模拟虚拟对象的功能连贯方面,如物理,图形,AI或开发人员服务,如状态编辑。该方法使用标识符、数据类型和它们之间的潜在关系的语义描述层来解耦特定的内部表示。我们使用虚幻引擎4、Unity引擎和自己的研究软件结合的例子来说明主要概念,并说明与性能相关的方面,作为选择适当传输层的指导方针。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Cherry-Picking RIS Functionality – Integration of Game and VR Engine Sub-Systems based on Entities and Events
Modern game engines provide a variety of high-end features and sub-systems which have made them increasingly interesting for AR/VR research. Here, it often is necessary to combine features from different sources. This paper presents an approach based on entity-event state decoupling and exchange. The approach targets the combination of sub-systems from different sources which simulate functionally coherent aspects of the virtual objects like physics, graphics, AI, or developer services like state editing. The approach decouples specific internal representations using a semantic description layer for identifiers, data types, and potential relations between them. We illustrate the main concepts using examples from the combination of the Unreal Engine 4, the Unity engine, and own research software and illustrate performance related aspects as a guideline for the choice of an appropriate transport layer.
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