Web Based Virtual Worlds (WBVW) provide users with an immersive 3D experience through their regular browser. They can be seen as prototypes for the 3D Web. This paper uses key Quality of Service metrics to compare and present measurements of two major formats for WBVW – Unity Web Player and WebGL. Significantly, in terms of realizing the 3D Web, the former requires a plug-in whereas the latter is now directly supported by major browsers. Metrics include Frames per Second, Frame Time, CPU usage, GPU usage, memory usage and Initial Download Time. The WBVW used in these experiments is Timespan Longhouse, a virtual world hosted originally in OpenSim and then transformed into Unity 3D and WebGL. The ability to transform virtual worlds built in OpenSim/Second Life to Unity 3D and then to the web has great potential to bring 3D immersive interaction capabilities to all web users but our results show that there is a significant performance difference between Web Player (plug-in needed) and WebGL (no plug-in required), in terms of all the metrics listed above. This paper explores the performance characteristics of the respective formats and proposes possible optimizations to improve their performance.
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机译:基于网络的虚拟世界(WBVW)通过常规浏览器为用户提供身临其境的3D体验。可以将它们视为3D Web的原型。本文使用关键的服务质量指标来比较和呈现WBVW的两种主要格式(Unity Web Player和WebGL)的度量。重要的是,就实现3D Web而言,前者需要一个插件,而后者现在由主要的浏览器直接支持。指标包括每秒帧数,帧时间,CPU使用率,GPU使用率,内存使用率和初始下载时间。这些实验中使用的WBVW是Timespan Longhouse,它最初是由OpenSim托管的虚拟世界,然后转换为Unity 3D和WebGL。将内置于OpenSim / Second Life中的虚拟世界转换为Unity 3D然后再转换为Web的能力具有为所有Web用户带来3D沉浸式交互功能的巨大潜力,但我们的结果表明,Web Player(即插即用)之间存在显着的性能差异就以上列出的所有指标而言)和WebGL(无需插件)。本文探讨了各种格式的性能特征,并提出了可能的优化措施以提高其性能。
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