George Kokiadis, Antonis Protopsaltis, Michalis Morfiadakis, Nick Lydatakis, George Papagiannakis
{"title":"Decoupled Edge Physics Algorithms for Collaborative XR Simulations","authors":"George Kokiadis, Antonis Protopsaltis, Michalis Morfiadakis, Nick Lydatakis, George Papagiannakis","doi":"10.1002/cav.2294","DOIUrl":null,"url":null,"abstract":"<div>\n \n <p>This work proposes a novel approach to transform any modern game engine pipeline, for optimized performance and enhanced user experiences in extended reality (XR) environments decoupling the physics engine from the game engine pipeline and using a client-server <span></span><math>\n <semantics>\n <mrow>\n <mi>N</mi>\n <mo>−</mo>\n <mn>1</mn>\n </mrow>\n <annotation>$$ N-1 $$</annotation>\n </semantics></math> architecture creates a scalable solution, efficiently serving multiple graphics clients on head-mounted displays (HMDs) with a single physics engine on edge-cloud infrastructure. This approach ensures better synchronization in multiplayer scenarios without introducing overhead in single-player experiences, maintaining session continuity despite changes in user participation. Relocating the Physics Engine to an edge or cloud node reduces strain on local hardware, dedicating more resources to high-quality rendering and unlocking the full potential of untethered HMDs. We present four algorithms that decouple the physics engine, increasing frame rates and Quality of Experience (QoE) in VR simulations, supporting advanced interactions, numerous physics objects, and multiuser sessions with over 100 concurrent users. Incorporating a Geometric Algebra interpolator reduces inter-calls between dissected parts, maintaining QoE and easing network stress. Experimental validation, with more than 100 concurrent users, 10,000 physics objects, and softbody simulations, confirms the technical viability of the proposed architecture, showcasing transformative capabilities for more immersive and collaborative XR applications without compromising performance.</p>\n </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 6","pages":""},"PeriodicalIF":0.9000,"publicationDate":"2024-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Animation and Virtual Worlds","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cav.2294","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0
Abstract
This work proposes a novel approach to transform any modern game engine pipeline, for optimized performance and enhanced user experiences in extended reality (XR) environments decoupling the physics engine from the game engine pipeline and using a client-server architecture creates a scalable solution, efficiently serving multiple graphics clients on head-mounted displays (HMDs) with a single physics engine on edge-cloud infrastructure. This approach ensures better synchronization in multiplayer scenarios without introducing overhead in single-player experiences, maintaining session continuity despite changes in user participation. Relocating the Physics Engine to an edge or cloud node reduces strain on local hardware, dedicating more resources to high-quality rendering and unlocking the full potential of untethered HMDs. We present four algorithms that decouple the physics engine, increasing frame rates and Quality of Experience (QoE) in VR simulations, supporting advanced interactions, numerous physics objects, and multiuser sessions with over 100 concurrent users. Incorporating a Geometric Algebra interpolator reduces inter-calls between dissected parts, maintaining QoE and easing network stress. Experimental validation, with more than 100 concurrent users, 10,000 physics objects, and softbody simulations, confirms the technical viability of the proposed architecture, showcasing transformative capabilities for more immersive and collaborative XR applications without compromising performance.
期刊介绍:
With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.