A hybrid distributed virtual environment (DVE) architecture is presented by importing a peer-to-peer (P2P) idea into the traditional client/server (C/S) architecture to improve the DVE system's scalability. The...
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A hybrid distributed virtual environment (DVE) architecture is presented by importing a peer-to-peer (P2P) idea into the traditional client/server (C/S) architecture to improve the DVE system's scalability. The mathematical model of the overload of the center server was built and a series of simulation experiments were performed to validate the conclusions. When the client number increases to a certain value, the hybrid architecture can reduce server overload with some special clients (temp servers) selected with a certain heuristic strategy. With this architecture, the DVE system can support more system clients with the same server hardware than the C/S architecture can. The server overload "pulse" phenomena causing by the exiting of the temp server can be resolved by adopting a more optimized temp server selecting strategy and by reducing the child client capability of the temp server. By combining the advantages of the C/S architecture and the P2P architecture, the hybrid DVE architecture can effectively improve the scalability of the DVE system. This is validated by theoretical analysis and simulation experiments.
Real-time streaming of shape deformations in a shared distributed virtual environment is a challenging task due to the difficulty of transmitting large amounts of 3D animation data to multiple receiving parties at a h...
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Real-time streaming of shape deformations in a shared distributed virtual environment is a challenging task due to the difficulty of transmitting large amounts of 3D animation data to multiple receiving parties at a high frame rate. In this paper, we present a framework for streaming 3D shape deformations, which allows shapes with multi-resolutions to share the same deformations simultaneously in real time. The geometry and motion of deforming mesh or point-sampled surfaces are compactly encoded, transmitted, and reconstructed using the spectra of the manifold harmonics. A receiver-based multi-resolution surface reconstruction approach is introduced, which allows deforming shapes to switch smoothly between continuous multi-resolutions. On the basis of this dynamic reconstruction scheme, a frame rate control algorithm is further proposed to achieve rendering at interactive rates. We also demonstrate an efficient interpolation-based strategy to reduce computing of deformation. The experiments conducted on both mesh and point-sampled surfaces show that our approach achieves efficient performance even if deformations of complex 3D surfaces are streamed. Copyright (c) 2013 John Wiley & Sons, Ltd.
virtual reality (VR) is a rapidly developing technology that has a wide spectrum of industrial and commercial applications. Networked (distributed or shared) virtualenvironments (VE) are of growing interest to modern...
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virtual reality (VR) is a rapidly developing technology that has a wide spectrum of industrial and commercial applications. Networked (distributed or shared) virtualenvironments (VE) are of growing interest to modern manufacturing industry; a dominating use of networked virtual manufacturing environments (VMEs) is on-line visualisation and collaborative control of 3D information. This has to be supported by real-time data transfer. To meet a broad range of common requirements for Internet-based VE communications, particularly for virtual manufacturing and collaborative design and control, this paper presents a networked virtualenvironment system that is designed to support networked virtual design and manufacturing. The system is implemented with manufacturing message specification (MMS) standards so as to integrate a range of manufacturing services into networked VEs over the Internet.
distributed Open Inventor is an extension to the popular Open Inventor toolkit for interactive 3D graphics. The toolkit is extended with the concept of a distributed shared scene graph, similar to distributed shared m...
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ISBN:
(纸本)9781581131413
distributed Open Inventor is an extension to the popular Open Inventor toolkit for interactive 3D graphics. The toolkit is extended with the concept of a distributed shared scene graph, similar to distributed shared memory. From the application programmer's perspective, multiple workstations share a common scene graph. The proposed system introduces a convenient mechanism for writing distributed graphical applications based on a popular tool in an almost transparent manner. Local variations in the scene graph allow for a wide range of possible applications, and local low latency interaction mechanisms called input streams enable high performance while saving the programmer from network peculiarities.
Because the software systems in DVE become more and more complexity, the data analyze of software system become more and more important. With the data analyze of software system, we can understand the change of the da...
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Because the software systems in DVE become more and more complexity, the data analyze of software system become more and more important. With the data analyze of software system, we can understand the change of the data in the system more deeply and provide convenience to full life data management. This paper analyzes the characteristic of the data in DVE and put forward the DN method that based on Petri net. With this method we can analyze the data in the DVE, including the dynamic change and influence each other of the data, and finally we illustrated how to do it at the end of this paper.
Natural environment conditions could cause great effect on equipment's performance and army's operation in the real world. The current research about natural environment simulation in DVE (distributedvirtual ...
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Natural environment conditions could cause great effect on equipment's performance and army's operation in the real world. The current research about natural environment simulation in DVE (distributed virtual environment) mainly focused on the static data (such as terrain) requirements and its data processing. The dynamic environment's simulation and its data fusion were considered rarely. So the reality and confidence of these systems were insufficient. This paper analyzed natural environment, discussed the modeling of natural environment and its data's collection and organization, and built a virtual Natural environment Server based on HLA/RTI protocol as well.
How to preserve causal and totally ordered event delivery is an important issue in real-time serverless DVE(distributed virtual environment). However, most of the related works are designed to maintain causal order me...
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How to preserve causal and totally ordered event delivery is an important issue in real-time serverless DVE(distributed virtual environment). However, most of the related works are designed to maintain causal order merely or time stamped order with intensive computation and bandwidth overhead. In this paper, we proposed a novel distributed algorithm to maintain the before-and-after relationship between events, both causal and concurrent, of DVE at each individual node. Several simulation experiments are carried out to evaluate the performance of our algorithm and the results demonstrate that the algorithm is effective in preserving causal and totally ordered event delivery and more efficient than the previous algorithms.
This paper proposes a new approach to collaboratively designing original products and crafted objects in a distributed virtual environment. Special attention is paid to concept formulation and image substantiation in ...
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ISBN:
(纸本)9781581131413
This paper proposes a new approach to collaboratively designing original products and crafted objects in a distributed virtual environment. Special attention is paid to concept formulation and image substantiation in the early design stage. A data management strategy and its implementation method are shown to effectively share and visualize a series of shape-forming and modeling operations performed by experts on a network. A 3D object representation technique is devised to manage frequently updated geometrical information by exchanging only a small amount of data among participating systems. Additionally, we contrive a method for offloading some expensive functions usually performed on a server such as multi-resolution data management and adaptive data transmission control. Client systems are delegated to execute these functions and achieve “interactivity vs. image quality” tradeoffs based on available resources and operations in a flexible and parallel fashion.
Based on Web-based simulation theory, a prototype of the web-based shiphandling training system was designed and implemented, which aims at overcoming the weakness of high expenditure, long developing period and the l...
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Based on Web-based simulation theory, a prototype of the web-based shiphandling training system was designed and implemented, which aims at overcoming the weakness of high expenditure, long developing period and the limited accessibility of numerous marine simulation systems. The research focuses on the feature, architecture, 3D modeling, interaction and integration of this system. This system adopts Java to construct a web-based three-level architecture, which is open and strong compatible. The system creates an interactive and immersible virtual navigation world by using VRML. As a result, it allows many users to perform shiphandling and decision-making training online from anywhere, anytime. This training platform provides a portable and flexible training paradigm for maritime education and training.
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