Maximising Concurrency and Scalability in a Consistent, Causal, Distributed Virtual Reality System Whilst Minimising the Effect of Network Delays

  • Authors:
  • David J. Roberts;Paul M. Sharkey

  • Affiliations:
  • -;-

  • Venue:
  • WET-ICE '97 Proceedings of the 6th Workshop on Enabling Technologies on Infrastructure for Collaborative Enterprises
  • Year:
  • 1997

Quantified Score

Hi-index 0.00

Visualization

Abstract

Abstract: The development of large scale virtual reality and simulation systems have been mostly driven by the DIS and HLA standards community. A number of issues are coming to light about the applicability of these standards, in their present state, to the support of general multi-user VR systems. This paper pinpoints four issues that must be readdressed before large scale virtual reality systems become accessible to a larger commercial and public domain: a reduction in the effects of network delays; scalable causal event delivery; update control; and scalable reliable communication. Each of these issues is tackled through a common theme of combining wall clock and causal time-related entity behaviour, knowledge of network delays and prediction of entity behaviour, that together overcome many of the effects of network delays.