DocumentCode
2492046
Title
Scheduling for very large virtual environments and networked games using visibility and priorities
Author
Faisstnauer, Chris ; Schmalstieg, Dieter ; Purgathofer, Werner
Author_Institution
Tech. Univ. Wien, Austria
fYear
2000
fDate
2000
Firstpage
31
Lastpage
38
Abstract
The problem of network bandwidth limitations is encountered in almost any distributed virtual environment or networked game. In a typical client-server setup, where the virtual world is managed by a server and replicated by connected clients which visualize the scene, the server must repeatedly transmit update messages to the clients. By employing visibility information, the number of messages transmitted over the network can be reduced by sending each client only update messages for objects which are visible from the viewpoint of the client. This paper presents a technique that allows the server to manage the transmission of update messages for each client with a constant overhead reducing overall computational cost to a linear effort. We show how the server can employ visibility information to schedule all objects using the Priority Round-Robin algorithm. This algorithm is further enhanced with activity monitoring that provides a graceful degradation of the system´s performance, even if the behavior of objects is unpredictable. This makes the algorithm suited to schedule update messages regarding server-controlled objects us well as user-controlled avatars
Keywords
client-server systems; computer games; digital simulation; scheduling; virtual reality; Priority Round-Robin algorithm; activity monitoring; client-server system; computational cost; network bandwidth limitations; networked games; overhead; performance; scheduling; server-controlled objects; update messages; user-controlled avatars; very large virtual environments; virtual reality; visibility information; Bandwidth; Computational efficiency; Layout; Monitoring; Network servers; Processor scheduling; Round robin; Scheduling algorithm; Virtual environment; Visualization;
fLanguage
English
Publisher
ieee
Conference_Titel
Distributed Simulation and Real-Time Applications, 2000. (DS-RT 2000). Proceedings. Fourth IEEE International Workshop on
Conference_Location
San Francisco, CA
ISSN
1530-1990
Print_ISBN
0-7695-0837-5
Type
conf
DOI
10.1109/DISRTA.2000.874061
Filename
874061
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