在分布式计算系统中应用软件代理实现程序化的小行星地形生成

Yevheniya Levus, R. Westermann, M. Morozov, R. Moravskyi, P. Pustelnyk
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引用次数: 1

摘要

程序化地形生成在电子游戏、电影和模拟等不同领域的应用越来越广泛。随着对内容大小、数量和保真度需求的增加,旧的方法已不足以执行任务。行星尺度也对数据的连续性和独特性施加了新的限制。提出了一种基于软件代理的基于云的小行星地形生成系统。通过使用碎片的垂直并行和使用多线程的水平并行,性能也得到了提高。处理生成请求的工作者分布在每个云计算实例中,因此可以随着请求数量的增加而进一步扩展。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Using Software Agents in a Distributed Computing System for Procedural Planetoid Terrain Generation
Procedural terrain generation is becoming more widespread with numerous applications in different domains, like video games, movies, and simulations. As the need for content size, quantity, and fidelity rise, old methods become insufficient to perform the task. The planetary scale also imposes new limitations on data continuity and uniqueness. This paper proposes a novel cloud-based planetoid terrain generation system based on software agents. The performance is also improved through vertical parallelism using Morsels and horizontal parallelism using multithreading. The workers processing generation requests are spread per cloud computation instance, so they can be further scaled as the number of requests increases.
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