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Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

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Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang
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Page 1: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Seminar 3: Scalability

by

Zhexin Yang

Zhuomin Liu

Zhao Wang

Page 2: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Multi-User Virtual environments

– People interact in shared 3D VE• Interact with each other

– Co-located– geographically remote location

• Interact with information

– Simulate the experience of immersion in VE• Workstations connected by wide-area network• Run interactive 3D graphics interface program• Render images from user’s simulated viewport

Page 3: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Multi-User Visual Simulation

– 3D graphics scenes comprise the geometry and appearance of many objects

– Can be downloaded in advance– The scenegraph may be replicated at each

user’s computer– Incremental changes are sent across the

network

Page 4: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Challenges

– Maintaining consistent state among a large number of workstations distributed over a wide-area network.

– Network technologies have limitations and different characteristics

• Bandwidth, delay, reliability, etc.

– Balancing throughout limitations of computers and networks

– Systems designed to run over a set of heterogeneous computers and networks, each with very different dynamic, throughput and reliability

Page 5: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Goals of Collaborative Virtual Environments

– Sharing the use of the information is the primary goal

– Maximise responsiveness and scalability while minimising latency

– Maximise the fidelity of sharing where it is needed by reducing it where it is not

Page 6: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Scalability

– Our aim is to characterize the design of systems that can scale to very large numbers of simultaneous users

– The ability to expand a computing solution to support large numbers of users without impact performance

– For a given set of network characteristics, the design may have dramatic impact on the system’s scalability and message distribution performance

Page 7: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Scalability

– Scaling• Allows the amount of information in the environment,

including the number of users, to increase, without reducing the fidelity of experience to any one user

• Controlled in terms of extent, granularity and detail

– Network Topology• Peer-to-Peer Topologies• Hierarchical Topologies

Page 8: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Scaling

– Extent• Subdivide the environment and population according

to interest• Subdivision should be natural and appear

transparent• Balance resources usage across the areas of

interest• Different application genres are suited to distinct

definitions of interest and methods of subdivision

Page 9: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Scaling

– Approaches to subdivision• Multiple worlds• Static spatial subdivision• Locales

Page 10: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Scaling

– Approaches to subdivision• Dynamic space subdivision• Aura• Regions

Page 11: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Scaling

– Granularity• In the real world people are able to reason at

different levels of granularity• This approach of aggregation may be adopted in

CVEs to further increase the scalability• Aggregation reduces not only the rendering but also

the amount of information needed by some observing processes

Page 12: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Scaling

– Granularity• aggregation can increase the scalability of a

receiving process • Aggregation can decrease the scalability of the

sender and the use of the network when many receivers require distinct levels of aggregation for the same object

Page 13: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Scaling

– Detail• Scalability can be further increased by managing the

detail at which individual objects are replicated• Heuristic of interest such as distance or the

relationship between the role of the observer and the use of the observed may be applied

• Balancing the detail of communicated behaviour with the interest of remote users is important

• A hybrid approach might send the highest detail required by any to all and allow receivers to filter further

Page 14: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Spatial Interaction in Virtual Environments

MASSIVE

Page 15: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

What is MASSIVE?

– Model, Architecture and System for Spatial Interaction in Virtual Environments

– a distributed virtual reality system

– bring together a number of users in a single virtual place

Page 16: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Definition of Spatial model of interaction

Two Major Components • facilitating scalability based on the concept of aura

• controlling spatial interaction the control of interaction or communication between two objects once they become aware of each other through aura collision

Page 17: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

facilitating scalability

• Aura: the extent to which interaction with other objects is possible

- it is the subspace the interaction can occur

• Interaction between two objects becomes

enabled only when their auras together indicate

the possibility of interaction

Page 18: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

So….

The use of aura facilitates scaling to many users by

limiting the number of object interactions that must

be handled.

Page 19: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

controlling spatial interaction

• Awareness

object quantifies the subjective importance or relevance of the other object in a given medium

i.e. the volume of an audio channel between two users

• Combines

– observed object’s nimbus

– observer’s focus

Page 20: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

One-way focus, nimbus and awarenessbetween two objects

Concepts:

-Focus: the observer’s

allocation of attention

-Nimbus: the observed

object’s manifestation or

observability

Page 21: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

An example for spatial model of intereaction

Page 22: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

So….

- under the spatial model, communication between objects is enabled when their auras collide

- communication is managed according to mutual levels of awareness

- there are three manipulated ways • Implicitly through spatial actions • Explicitly by choosing from among different

shapes and sizes• Via adapter objects

Page 23: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

How Massive implement the spatial model of interaction?

The architecture of Massive• a communications architecture based on typed peer-peer connections• a spatial interface trading mechanism to dynamically broker interfaces following aura collisions• dynamic interaction between client programs supporting different media

Page 24: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Aura and Spatial Trading

• conditions of interaction between objects in the

virtual world

- compatible interfaces

- objects must become sufficiently proximate as

determined by their auras • spatial trading can satisfy both conditions

-trader

Page 25: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Spatial Trading

Spatial trading involving peer objects and an aura manager

Aura manger is the master trader

Page 26: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

So

With this kind of architecture, MASSIVE can satisfy the following requirements:

- Scale supporting as many simultaneous users as possible - Heterogeneity supporting interaction between users whose equipment has different capabilities and who employ radically different styles of user interface

Page 27: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

An example of MASSIVE

An virtual conference

Room

-Five users

-A conference table

as a adapter

Page 28: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Different kinds of interface

Graphic user’s interface

Page 29: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Different kinds of interface

Text user’s interface• display all currently known

objects along with mutual

awareness levels in the right

hand column

Page 30: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Summary

• a multi-user distributed V.R. system• a spatial model of interaction, spatial trading

based on aura collisions• medium-independent peer connections

implementing focus, nimbus and awareness• users can interact over combinations of graphics,

audio and text interfaces

Page 31: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

RINGRING A client-Server System for Multi-User Virtual Environments

Page 32: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

RING

Supports interaction between large numbers of users in virtual environments with dense occlusion

Takes advantage of the fact that state changes must be propagated only to hosts containing entities that can possibly perceive the change

Page 33: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Systems usingpoint-to-point connections

A

B C D

B

A C D

C

A B D

D

A B C

Page 34: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Systems using broadcast messages

Broadcast Network

A

B C D

B

A C D

C

A B D

D

A B C

Page 35: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Systems using broadcast messages

Page 36: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

the key idea of RING

Page 37: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

cell

Prior to simulation, the shared virtual environment is partitioned into a spatial subdivision of cells

The boundaries of cells are comprised of the static, axis-aligned polygons of the virtual environment

Page 38: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

entity

RING represents a virtual environment as a set of independent entities.

Each entity has a geometric description and a behavior. Every entity is managed by exactly one client workstation.

static: buildings

autonomous: robots dynamic controlled: vehicles

Page 39: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Peer-to-Peer RING System

Page 40: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Peer-to-Peer RING System

Page 41: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

hierarchical topology client

Execute the programs necessary to generate behavior for their entities

Maintain surrogates

for some entities

managed by

other clients

Page 42: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Manage communication between clients Process messages before propagating Send auxiliary messages Replace some set of messages

Shift burden away from the client workstations

and into servers

hierarchical topology server

Page 43: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

System design

Staticconnection-oriented,

unicast network

scale finitelyscale finitely

Regionalconnectionless,

unicast network

scale infinitelyscale infinitely

Page 44: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Advantages of the RING

Requirements of the client workstations are not dependent on the number of entities in the entire distributed simulation.

High-level management of the virtual environment may be performed by servers without the involvement of every client.

Page 45: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Disadvantage of the RING

Extra latency is introduced when messages are routed through servers.

Page 46: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Multiplayer Computer Games

• Multiplayer networked games can be played over LAN or the Internet. These games use the client/sever topology. The game is run on the server and all the users need to log on to the server to play the game. Low latency is very important. Users with high speed networks will have advantages in playing the game.

Quake

Page 47: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Multiplayer Computer Games

• Virtual Casino– Online gambling room– Slow connection can

cause heavy losses

• Online Role-playing Games

Page 48: Seminar 3: Scalability by Zhexin Yang Zhuomin Liu Zhao Wang.

Discussion

Will cyberspace as described by William Gibson or Neal Stephenson ever be built?


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