大规模分布式虚拟环境中信息拒绝的空间尺度结构

Nicolas Farcet, P. Torguet
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引用次数: 7

摘要

由于需要在主机和网络层面处理大量的流通信和世界状态更新数据,分布式虚拟现实系统面临着局限性。为了减轻这些负担,需要很好地掌握数据流。主机信息需求主要取决于本地观察者如何感知他们周围的虚拟世界。作者提出了一种存储世界分层描述的结构,作为识别主机信息需求的基础。信息抑制准则目前是在垂直平面上沿轴向观察者的投影面积的近似值。它可以应用于诸如视觉对象或声源之类的源。这种根据源的位置和尺度动态引用源的结构称为空间尺度结构(SSS);八叉树是实际的存储结构。遍历SSS以检索源,相对于拒绝函数。提出了基于时间相干性的移动源的SSS遍历和SSS更新优化方法。本文还提出了一种使用SSS的分布式体系结构。该体系结构使用多播和客户机/服务器网络拓扑。在大型数据库筛选的背景下,对SSS的实施进行了局部评估。
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Space-scale structure for information rejection in large-scale distributed virtual environments
Distributed virtual reality systems are facing limitations due to the vast amount of streaming communications and world state update data to handle at host and network level. In order to lessen these burden, good mastering of data flows is required. Host information needs mostly depend on how local observers perceive the virtual world surrounding them. The authors propose a structure storing a hierarchical description of the world as a basis for host information needs identification. The information rejection criterion is currently an approximation of the projected area along an axis toward the observer on a perpendicular plane. It can be applied to sources such as visual objects or sound sources. This structure, used to dynamically reference sources based on their position and scale, is called a space scale structure (SSS); an octree is the actual storing structure. The SSS is traversed in order to retrieve sources, with respect to the rejection function. Optimizations of SSS traversal and SSS update for moving sources, based on temporal coherency, are presented. A possible distributed architecture using the SSS is also proposed. This architecture makes use of multicast and client/server network topologies. The implementation of the SSS is evaluated locally in the context of large database culling.
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