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Enabling Scalability by Partitioning Virtual Environments Using Frontier Sets

机译:通过使用边界集对虚拟环境进行分区来实现可伸缩性

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We present a class of partitioning scheme that we have called frontier sets. Frontier sets build on the notion of a potentially visible set (PVS). In a PVS, a world is subdivided into cells and for each cell all the other cells that can be seen are computed. In contrast, a frontier set considers pairs of cells, A and B. For each pair, it lists two sets of cells (two frontiers), F_(AB) and F_(BA). By definition, from no cell in F_(AB) is any cell in F_(BA) visible and vice versa. Our initial use of frontier sets has been to enable scalability in distributed networking. This is possible because, for example, if at time t_0 Player I is in cell A and Player2 is in cell B, as long as they stay in their respective frontiers, they do not need to send update information to each other. In this paper we describe two strategies for building frontier sets. Both strategies are dynamic and compute frontiers only as necessary at runtime. The first is distance-based frontiers. This strategy requires precomputation of an enhanced potentially visible set The second is greedy frontiers. This strategy is more expensive to compute at runtime, however it leads to larger and thus more efficient frontiers. Network simulations using code based on the Quake II engine show that frontiers have significant promise and may allow a new class of scalable peer-to-peer game infrastructures to emerge.
机译:我们提出了一种称为边界集的分区方案。边界集建立在潜在可见集(PVS)概念的基础上。在PVS中,将一个世界细分为多个单元,并为每个单元计算所有可以看到的其他单元。相比之下,边界集会考虑成对的单元格A和B。对于每对单元格,它都会列出两组单元格(两个边界)F_(AB)和F_(BA)。根据定义,F_(AB)中没有任何单元可见F_(BA)中的任何单元,反之亦然。我们最初使用边界集是为了实现分布式网络的可伸缩性。这是可能的,因为,例如,如果在时间t_0玩家I在单元A中,而玩家2在单元B中,则只要他们停留在各自的边界中,他们就不需要相互发送更新信息。在本文中,我们描述了建立边界集的两种策略。这两种策略都是动态的,仅在运行时根据需要计算边界。首先是基于距离的边界。此策略要求对可能增强的可见集进行预计算。第二个是贪婪边界。这种策略在运行时的计算成本更高,但是会导致更大的边界和更有效的边界。使用基于Quake II引擎的代码进行的网络仿真表明,前沿技术有很大的发展前景,并且可以允许出现一类新的可扩展对等游戏基础架构。

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