Progressive cache replacement for massive peer-to-peer WebVR worlds

Wei Wang, Jinyuan Jia, Yang Yu, Shun-Yun Hu
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引用次数: 1

Abstract

As the popularity of WebVR applications rises in recent years, a great disparity exists between the huge 3D content on servers and the limited cache capacity on clients. In order to alleviate server loading, peer-to-peer (P2P)-based 3D content distribution has been proposed recently. However, given the limited cache sizes at clients, how to maintain and replace the cache content effectively becomes an important issue. We present a progressive scene replacement mechanism (PSRM) in this paper to support interactive walkthrough in P2P-based large-scale WebVR worlds. First, we define a new metric called preservation degree, based on both the visual attention paid by the user and the content's potential relevance for sharing. Second, cached objects are replaced progressively with ascending order in terms of their preservation degrees. Experimental results have shown that PSRM enables users with limited cache to walkthrough a large-scale WebVR world with high visual quality; while download requests handled by the servers are reduced significantly.
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渐进式缓存替换大规模点对点WebVR世界
随着近年来WebVR应用的普及,服务器上庞大的3D内容与客户端有限的缓存容量之间存在着巨大的差距。为了减轻服务器的负载,最近提出了基于点对点(P2P)的3D内容分发方法。然而,考虑到客户端的缓存大小有限,如何有效地维护和替换缓存内容成为一个重要问题。在本文中,我们提出了一种渐进式场景替换机制(PSRM)来支持基于p2p的大规模WebVR世界中的交互式演练。首先,我们定义了一个新的度量,称为保存度,基于用户的视觉关注和内容的潜在共享相关性。其次,缓存的对象按照保存程度按升序逐步替换。实验结果表明,PSRM使有限缓存的用户能够以高视觉质量遍历大规模的WebVR世界;而服务器处理的下载请求则大大减少。
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A real-world achievement system The near-term feasibility of P2P MMOG's Distributed scene graph to enable thousands of interacting users in a virtual environment Progressive cache replacement for massive peer-to-peer WebVR worlds A measurement study regarding quality of service and its impact on multiplayer online games
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