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Accommodating performance limitaitons in distributed virtual reality systems

机译:适应分布式虚拟现实系统中的性能限制

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The paper briefly describes a sports simulator called Peloton. Simulation participants exercise or compete within virtual reality environments that represent the roadways along which they appear to bicycle, run, or walk. The visual display of each racecourse is a composition of multiple three-dimensional sub-spaces, which are called regions. Some regions of a virtual world are made up of graphical objects, and other regions are made up of still images or video streams. The paper also describes ways of dealing with limited computation and communication resources in distributed virtual reality systems. The discussion focuses on systems that represent their virtual worlds as multiple regions. It introduces means of altering the visual representations of three-dimensional spaces according to the computing and communication resources available during a simulation. The size, placement and graphical complexity of the regions of a virtual world may be tailored according to static as well as dynamic configurations of system components. Finally, the paper presents ways in which a given view of a virtual world--a scene-- can be used for extended periods during a simulation. This technique is useful when scene updates are delayed or missing.
机译:本文简要介绍了一种称为Peloton的运动模拟器。模拟参与者在代表他们似乎要骑自行车,跑步或步行的道路的虚拟现实环境中运动或竞争。每个赛马场的视觉显示是由多个三维子空间组成的,这些子空间称为区域。虚拟世界的某些区域由图形对象组成,而其他区域则由静态图像或视频流组成。本文还描述了在分布式虚拟现实系统中处理有限的计算和通信资源的方法。讨论的重点是将虚拟世界表示为多个区域的系统。它介绍了根据模拟过程中可用的计算和通信资源来更改三维空间的视觉表示的方法。可以根据系统组件的静态以及动态配置来调整虚拟世界区域的大小,位置和图形复杂性。最后,本文提出了一种方法,可以在模拟过程中长时间使用虚拟世界的给定视图(场景)。当场景更新被延迟或丢失时,此技术很有用。

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