• 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