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A Large Scale Distributed Virtual Environment Architecture

机译:大规模分布式虚拟环境架构

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Virtual Environment (VE) is a simulation application that is widely used for the development of computer generated synthetic environments. A Distributed VE (DVE) allows many users to access a VE concurrently from different locations. Most current DVEs are still using simulator-centric architecture that views VE operations as a set of homogenous simulators, each aggregating data structure and all the actors operating on the data structure. This architecture limits the number of users involved in the DVE. It reduces users' experiences because the area of VE is restricted. Also, when the number of objects increases, the VE runs more slowly. Although other architectures such as Distributed Scene Graph and Sirikata, have become available, the simulator still manages many objects in the simulation. It also restricts the number of objects and users involved in the VE. This paper proposes a new architecture to enable large scale distributed virtual environment. A simulator separation method is developed based on objects consisting of one process for one object (1P10). The 1P10 architecture has a core component that comprises several simulators. In order to maintain the object, each simulator has two engines: physics engine and scripts engine. To maintain the consistency of the simulation, we introduce Universe that stores all objects state generated by simulators. Universe is responsible to store the state updates and disseminate them to interested simulators. There are two aspects used to evaluate the scalability of the 1P10 model, i.e. the number of objects and the number of concurrent users involved. Parameters such as CPU usages and memory allocation are used to analyze and evaluate the performance of the model. Experiments are conducted with varying number of objects and users. Compared with current architecture, the 1P10 model scalability and performance are better than current existing models in P2P network. The experiment results also comply with the mathematical model of the simulator and universe.
机译:虚拟环境(VE)是一种仿真应用程序,广泛用于开发计算机生成的合成环境。分布式VE(DVE)允许许多用户从不同位置同时访问VE。当前大多数DVE仍在使用以模拟器为中心的体系结构,该体系将VE操作视为一组同构的模拟器,每个模拟器都聚合数据结构,并且所有参与者都在数据结构上进行操作。这种体系结构限制了DVE中涉及的用户数量。由于VE的范围受到限制,因此减少了用户的体验。同样,当对象数量增加时,VE运行会更慢。尽管其他架构(如分布式场景图和Sirikata)已经可用,但是模拟器仍然可以管理模拟中的许多对象。它还限制了VE中涉及的对象和用户的数量。本文提出了一种支持大规模分布式虚拟环境的新体系结构。开发了一种基于对象的模拟器分离方法,该对象包含一个对象的一个​​过程(1P10)。 1P10体系结构具有包含多个模拟器的核心组件。为了维护对象,每个模拟器都有两个引擎:物理引擎和脚本引擎。为了保持模拟的一致性,我们引入了Universe,该空间存储了模拟器生成的所有对象状态。 Universe负责存储状态更新,并将其分发给感兴趣的模拟器。有两个方面用于评估1P10模型的可伸缩性,即对象数和涉及的并发用户数。 CPU使用率和内存分配等参数用于分析和评估模型的性能。实验是针对不同数量的对象和用户进行的。与当前架构相比,1P10模型的可扩展性和性能要优于P2P网络中的现有模型。实验结果也符合模拟器和宇宙的数学模型。

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