A Hybrid Solution to Support Multiuser 3D Virtual Simulation Environments in Peer-to-Peer Networks

A. Boukerche, R. B. Araujo, Marcelo Laffranchi
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引用次数: 9

Abstract

One of the challenges for 3D multi-user virtual simulation environments (3D MUVEs) developers is to keep the shared virtual simulation environment synchronized among all the participating users´ terminals. Support to 3DMUVEs through traditional client-server communication model offers simpler management but can lead to bottlenecks and higher latencies. Peer-to-peer communication model, on the other hand, offers no central coordination but are more complex to manage. Current peer-to-peer networks, such as KaZaA and Gnutella, provide multimedia sharing services but do not support multiuser 3D virtual environment applications. This paper describes a solution to support 3D MUVEs in a hybrid peer-to-peer Gnutella network, which provides session control and distributed shared virtual environment synchronization. As a result of this work, two components specified by the ongoing multi-user extension to the MPEG-4 standard were implemented and integrated to the Gnutella network for control and synchonization. This solution minimizes the disadvantages of client-server, pure peer-to-peer and proxy-based models. The results show the number of users per session that can be supported with acceptable delays for tasks such as collaborative editing and for highly interactive applications such as action games.
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在点对点网络中支持多用户3D虚拟仿真环境的混合解决方案
三维多用户虚拟仿真环境(3D MUVEs)开发人员面临的挑战之一是如何在所有参与用户终端之间保持共享虚拟仿真环境的同步。通过传统的客户机-服务器通信模型支持3dmuve提供了更简单的管理,但可能导致瓶颈和更高的延迟。另一方面,点对点通信模型不提供中心协调,但管理起来更复杂。目前的点对点网络(如KaZaA和Gnutella)提供多媒体共享服务,但不支持多用户3D虚拟环境应用。本文介绍了一种在Gnutella混合型点对点网络中支持3D muve的解决方案,该方案提供会话控制和分布式共享虚拟环境同步。作为这项工作的结果,正在进行的MPEG-4标准多用户扩展指定的两个组件被实现并集成到Gnutella网络中,用于控制和同步。该解决方案最大限度地减少了客户机-服务器、纯点对点和基于代理的模型的缺点。结果显示,对于协作编辑等任务和动作游戏等高度交互的应用程序,在可接受的延迟下,每个会话可以支持的用户数量。
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