InVerse: Designing an interactive universe architecture for scalability and extensibility

S. Singhal, B. Q. Nguyen, R. Redpath, Jimmy Nguyen, Michael Fraenkel
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引用次数: 10

Abstract

Faster networks, faster processors, and standardized protocols have enabled the emergence of interactive applications running over commercial networks such as the Internet. In such applications, multiple users interact with one another by exchanging real-time information such as user position and orientation in a virtual world, live and recorded audio, video, and text. These applications include interactive shopping, team training, virtual meeting rooms, and multi-player games. However, to date, these interactive systems have supported a limited number of information types, offered limited scalability, and have failed to account for a heterogeneous network and processor environment. In this paper, we describe the design and implementation of InVerse, an infrastructure that supports real-time interactive applications on the Internet. InVerse provides a common backplane for disseminating and managing multiple real-time data streams. Within this general-purpose structure, the InVerse system maximizes scalability by implementing a hybrid communications architecture that adapts itself to available network bandwidth, observed network latency, installed network security measures, and available services such as multicast.
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逆:为可伸缩性和可扩展性设计交互式宇宙体系结构
更快的网络、更快的处理器和标准化协议使得在Internet等商业网络上运行的交互式应用程序得以出现。在这样的应用程序中,多个用户通过交换实时信息(如虚拟世界中的用户位置和方向、实时和录制的音频、视频和文本)相互交互。这些应用包括互动购物、团队训练、虚拟会议室和多人游戏。然而,到目前为止,这些交互系统只支持有限数量的信息类型,提供有限的可伸缩性,并且不能考虑异构网络和处理器环境。在本文中,我们描述了逆的设计和实现,逆是一个支持互联网上实时交互应用的基础设施。逆为传播和管理多个实时数据流提供了一个通用背板。在这种通用结构中,逆系统通过实现一种混合通信体系结构来最大限度地提高可伸缩性,该体系结构可以适应可用的网络带宽、观察到的网络延迟、安装的网络安全措施和可用的服务(如多播)。
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