• DocumentCode
    1540098
  • Title

    Constructing communication subgraphs and deriving an optimal synchronization interval for distributed virtual environment systems

  • Author

    Lui, John C S

  • Author_Institution
    Dept. of Comput. Sci. & Eng., Chinese Univ. of Hong Kong, Shatin, China
  • Volume
    13
  • Issue
    5
  • fYear
    2001
  • Firstpage
    778
  • Lastpage
    792
  • Abstract
    The author considers problems of constructing a communication subgraph and deriving an optimal synchronization interval for a distributed virtual environment system (DVE). In general, a DVE system is a distributed system which allows many clients who are located in different parts of the network to concurrently explore and interact with each other under a high resolution, 3D, graphical virtual environment. Each client in a DVE system is represented by an avatar in the virtual environment, and each avatar can move and interact freely in the virtual environment. There are many challenging issues in designing a cost-effective DVE system. The article addresses two important design issues, namely: 1) how to construct a communication subgraph which can efficiently carry traffic generated by all clients in a DVE system, and 2) how to guarantee that each participating client has the same consistent view of the virtual world. In other words, if there is an action taken by an avatar or if there is any change in the state of an object in the virtual world, every participating client will be able to view the change. To provide this consistent view, a DVE system needs to perform synchronization actions periodically, We present several algorithms for constructing a communication subgraph. In the subgraph construction, we try to reduce the consumption of network bandwidth resources or reduce the maximum delay between any two clients in a DVE system. Based on a given communication subgraph, we then derive the optimal synchronization interval so as to guarantee the view consistency among all participating clients. The derivation of the optimal synchronization interval is based on the theory of Markov chains and the fundamental matrix
  • Keywords
    Markov processes; client-server systems; computer graphics; graph theory; optimisation; synchronisation; virtual reality; DVE system; Markov chains; avatar; communication subgraphs; consistent view; design issues; distributed virtual environment systems; fundamental matrix; high resolution 3D graphical virtual environment; network bandwidth resources; optimal synchronization interval; participating client; subgraph construction; synchronization actions; view consistency; Avatars; Bandwidth; Computer graphics; Computer networks; Concurrent computing; Data mining; Distributed computing; High-speed networks; Multimedia systems; Virtual environment;
  • fLanguage
    English
  • Journal_Title
    Knowledge and Data Engineering, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1041-4347
  • Type

    jour

  • DOI
    10.1109/69.956100
  • Filename
    956100