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- Path: sparky!uunet!zephyr.ens.tek.com!uw-beaver!news.u.washington.edu!milton.u.washington.edu!hlab
- From: harrison@beta.lanl.gov (David A. Harrison)
- Newsgroups: sci.virtual-worlds
- Subject: SCI: Graphical Hierarchies in a Distributed Cyberspace
- Message-ID: <1992Jul27.163435.26896@newshost.lanl.gov>
- Date: 27 Jul 92 16:34:35 GMT
- Sender: news@u.washington.edu (USENET News System)
- Organization: Los Alamos National Laboratory
- Lines: 102
- Approved: cyberoid@milton.u.washington.edu
- Originator: hlab@milton.u.washington.edu
-
-
-
- I've been reading the past couple of hundred messages--some more
- carefully than others-- and I thought that I might interject a little
- idea that I've been pondering about how to reduce traffic on a network
- running a distributed virtual reality. Perhaps similar ideas have
- already been presented, but I didn't see them so here goes...
-
- I see two general types of approaches to distribution. Both
- approachs involve keeping viewed objects and their viewers in close
- proximity on the network in order to reduce the number of intermediate
- computers and propagation delays. Both alternatives also require
- moving objects from computer to computer in real time to keep the
- objects close in virtual reality close to each other in real reality.
- These two approaches are "moving the virtual reality around the user"
- and "moving the user through the virtual reality."
-
- The first approach means that the user's representation will
- always reside on the login computer or somewhere near the login
- computer while all surroundings are moved across the net around the
- user. This approach reduces network traffic between the local
- rendering program and objects in the virtual reality but it also
- introduces a host of other problems.
-
- In a complicated virtual reality walking between rooms (areas,
- etc.) may require moving thousands of objects between computers in
- order to keep visible objects near the users. This would cause a
- great deal of traffic and slow down the virtual reality every time a
- person moves between topologies.
-
- Secondly, "moving the virtual reality around the user" introduces
- problems when two people are in the same portion of the virtual world
- but are separated by hundreds or thousands of mile in the real world.
- The network will either distribute objects between the two users or it
- will have to keep duplicates on each end. Distributing objects
- between the two users introduce problems of causality due to
- propagation delays unless every message is time stamped and you wait
- to allow for propagation delays and semi-random delay times of
- retransmitted at intermediate computers. This approach would slow
- down the virtual reality. Keeping duplicates on the computers or LANs
- of each user in the same area would introduce a large amount of
- traffic since every object would have to remain perfectly updated with
- all of its pairs not to mention that it has the same problems with
- causality as distributing objects between the two locations unless
- time stamps are used.
-
- "Moving the user through the virtual reality" requires only moving
- the user's object from computer to computer. Of course this increases
- network traffic between your local hardware/software and your
- representation in the virtual world. Assuming that your local
- software is rendering software and your local hardware is your virtual
- reality i/o device(s), I have thought of approachs that minimize this
- traffic.
-
- If graphic representations of objects and descriptions of how the
- object's components interact are kept in a database on every LAN for
- every object that can possibly be encountered then almost all traffic
- between LANs will be high-level movement and orientation information.
- Unfortunately keeping descriptions of every possible object on
- every LAN is not feasible. This would never allow for introduction of
- new classes of objects, and would also waste an incredible amount of
- storage space. I suggest an alternative that is similar to storing
- all objects everywhere but without the pains.
-
- I suggest that a set of basic building block classes of objects be
- placed in databases on each LAN when the LAN is initially connected
- with the virtual world. New objects will be introduced as subclasses
- of these basic objects. The subclasses will contain similar but more
- sophisticated graphical representations that its superclass. As
- people encounter new objects the classes for these objects will be
- downloaded to your LAN, and if there isn't room then older, unused
- classes can be forgotten.
-
- This provides several benefits. Objects that are viewed from a
- distance can be represented using generalized classes high up in the
- graphical hierarchy. As the user nears the object, more sophisticated
- classes can be used to represent the object. This would mean that for
- almost all objects only the high levels in the class hierarchy will
- have to reside on the local computer.
-
- Furthermore this adds the benefit of allowing the local computer
- to use less sophisticated representations for visible objects when the
- CPU becomes overloaed and animation begins to slow down. In the worst
- case really low complexity representations of every object could be
- used with an exception for the object or objects presently in use by
- the user.
-
- Network traffic can be further reduced if downloads of new classes
- are only requested during a slow-traffic time or when the user focuses
- his attention on the object for a predetermined amount of time.
-
- The graphical hierarchy provides means for distribution of
- execution, regimenting time, reducing network traffic, and limiting
- the impact on storage space required for hundreds of thousands of
- different classes of objects. With addition of multiple inheritance
- classes can inherit graphics from one class while inheriting
- functionality from another. Perhaps this is a viable starting point.
-
- David Harrison
- Computer Controls Section
- Explosives Hydrodynamics
- Los Alamos National Laboratory
-