用于 XR 协作模拟的解耦边缘物理算法

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING
George Kokiadis, Antonis Protopsaltis, Michalis Morfiadakis, Nick Lydatakis, George Papagiannakis
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引用次数: 0

摘要

这项研究提出了一种新颖的方法来改造任何现代游戏引擎流水线,以便在扩展现实(XR)环境中优化性能和增强用户体验。该方法将物理引擎与游戏引擎流水线解耦,并使用客户端-服务器 N - 1 $$ N-1 $$ 架构创建了一个可扩展的解决方案,通过边缘云基础设施上的单个物理引擎为头戴式显示器(HMD)上的多个图形客户端提供高效服务。这种方法可确保在多人游戏场景中实现更好的同步,而不会在单人游戏体验中引入开销,从而在用户参与发生变化时仍能保持会话的连续性。将物理引擎迁移到边缘或云节点可减少对本地硬件的压力,将更多资源用于高质量渲染,并充分释放非绑定 HMD 的潜力。我们介绍了四种解耦物理引擎的算法,提高了 VR 模拟的帧速率和体验质量(QoE),支持高级交互、大量物理对象和超过 100 个并发用户的多用户会话。几何代数插值器的加入减少了剖分部件之间的相互调用,从而保持了 QoE 并减轻了网络压力。通过对 100 多名并发用户、10,000 个物理对象和软体模拟进行实验验证,证实了所建议架构的技术可行性,展示了在不影响性能的前提下实现更具沉浸感和协作性的 XR 应用的变革能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Decoupled Edge Physics Algorithms for Collaborative XR Simulations

This work proposes a novel approach to transform any modern game engine pipeline, for optimized performance and enhanced user experiences in extended reality (XR) environments decoupling the physics engine from the game engine pipeline and using a client-server N 1 $$ N-1 $$ architecture creates a scalable solution, efficiently serving multiple graphics clients on head-mounted displays (HMDs) with a single physics engine on edge-cloud infrastructure. This approach ensures better synchronization in multiplayer scenarios without introducing overhead in single-player experiences, maintaining session continuity despite changes in user participation. Relocating the Physics Engine to an edge or cloud node reduces strain on local hardware, dedicating more resources to high-quality rendering and unlocking the full potential of untethered HMDs. We present four algorithms that decouple the physics engine, increasing frame rates and Quality of Experience (QoE) in VR simulations, supporting advanced interactions, numerous physics objects, and multiuser sessions with over 100 concurrent users. Incorporating a Geometric Algebra interpolator reduces inter-calls between dissected parts, maintaining QoE and easing network stress. Experimental validation, with more than 100 concurrent users, 10,000 physics objects, and softbody simulations, confirms the technical viability of the proposed architecture, showcasing transformative capabilities for more immersive and collaborative XR applications without compromising performance.

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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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