{"title":"分布式虚拟环境中基于公差的罗盘路由的AOI转换","authors":"M. Albano, A. Quartulli, L. Ricci, Luca Genovali","doi":"10.1109/NETGAMES.2009.5446228","DOIUrl":null,"url":null,"abstract":"This paper presents an Area of Interest(AOI)-cast strategy for P2P Distributed Virtual Environment (DVE) which exploits a Delaunay Triangulation of the DVE to define a compass-based routing algorithm. A set of formal results for circular AOI is presented. Inconsistencies between local views of different peers due to the network latency are faced by introducing a tolerance threashold in the compass routing.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"11","resultStr":"{\"title\":\"AOI cast by tolerance based compass routing in Distributed Virtual Environments\",\"authors\":\"M. Albano, A. Quartulli, L. Ricci, Luca Genovali\",\"doi\":\"10.1109/NETGAMES.2009.5446228\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper presents an Area of Interest(AOI)-cast strategy for P2P Distributed Virtual Environment (DVE) which exploits a Delaunay Triangulation of the DVE to define a compass-based routing algorithm. A set of formal results for circular AOI is presented. Inconsistencies between local views of different peers due to the network latency are faced by introducing a tolerance threashold in the compass routing.\",\"PeriodicalId\":344000,\"journal\":{\"name\":\"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)\",\"volume\":\"7 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2009-11-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"11\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/NETGAMES.2009.5446228\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/NETGAMES.2009.5446228","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
AOI cast by tolerance based compass routing in Distributed Virtual Environments
This paper presents an Area of Interest(AOI)-cast strategy for P2P Distributed Virtual Environment (DVE) which exploits a Delaunay Triangulation of the DVE to define a compass-based routing algorithm. A set of formal results for circular AOI is presented. Inconsistencies between local views of different peers due to the network latency are faced by introducing a tolerance threashold in the compass routing.