Conference Paper

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

Dept. of Cybern., Reading Univ.
DOI: 10.1109/ENABL.1997.630808 In proceeding of: 6th Workshop on Enabling Technologies (WET-ICE '97), Infrastructure for Collaborative Enterprises, 18-20 June 1997, MIT, Cambridge, MA, USA, Proceedings
Source: DBLP

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.

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