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A distributed server architecture for providing immersive audio communication to massively multiplayer online games

机译:用于为大型多人在线游戏提供沉浸式音频通信的分布式服务器体系结构

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This paper investigates the assignment of audio mixing operations to a geographically distributed set of servers to provide an immersive audio communication environment for massively multiplayer online games. The immersive audio communication service enables each avatar to hear a realistic audio mix of the conversations in its audible range. There are three primary delivery architectures for this service, namely, peer-to-peer, central server and distributed servers. We focus on the distributed server architecture, which partitions the virtual world into regions or locales and then assigns the computation associated with the creation of audio scenes for all avatars in each locale to a server. Our aim is to find the optimal way to partition the virtual world into locales and then choose the locale servers in such a way that reduces the total delay perceived by all avatars. We have produced a mathematical formulation for the optimal partitioning and server assignment and developed a heuristics approach based on a graph algorithm. We have developed a simulation environment that creates both the physical world (geographic distribution of participants and the Internet topology model) and the virtual world (distribution of avatars based on different avatar aggregation behaviors). We have solved the problem exactly as well as using the heuristics algorithm for a range of simulated virtual and physical worlds. In many cases, the heuristics results were within 5% of the optimal. Our algorithms and simulation study will be of benefit to future immersive audio communication service providers in the design of a cost effective delivery architecture for this service.
机译:本文研究了将音频混合操作分配给地理上分散的服务器集,以为大型多人在线游戏提供身临其境的音频通信环境。身临其境的音频通信服务使每个头像都能在其可听见的范围内听到对话的真实音频混合。此服务有三种主要的交付体系结构,即对等,中央服务器和分布式服务器。我们专注于分布式服务器体系结构,该体系结构将虚拟世界划分为区域或区域,然后将与每个区域中所有化身的音频场景的创建相关的计算分配给服务器。我们的目标是找到将虚拟世界划分为语言环境的最佳方法,然后以减少所有化身感知的总延迟的方式选择语言环境服务器。我们为最佳分区和服务器分配提供了数学公式,并开发了基于图算法的启发式方法。我们已经开发了一个模拟环境,可以创建物理世界(参与者的地理分布和Internet拓扑模型)和虚拟世界(基于不同的化身聚合行为的化身分布)。我们已经完全解决了该问题,并在一系列模拟的虚拟和物理世界中使用了启发式算法。在许多情况下,启发式结果在最佳值的5%以内。我们的算法和仿真研究将为未来的身临其境的音频通信服务提供商提供有益的机会,以为其设计具有成本效益的交付体系结构。

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