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Tramberend, Henrik: Avocado : a Distributed Virtual Environment framework. 2003
Inhalt
Introduction
Motivation
Virtual environments
Distributed virtual environments
Large-scale distributed virtual environments
Overview of this work
Related work
Non-distributed VE systems and standards
OpenGL Performer
OpenInventor
VRML97
X3D
VR Juggler
Distributed VE systems
RB2
MR
DIVE
Repo-3D
MASSIVE
Research prototypes for scalable DVE systems
SPLINE
CVE (MASSIVE-2)
HIVEK (MASSIVE-3)
RING
NPSNET
Clustered rendering systems
WireGL
Net Juggler
Summary and discussion of related work
DVE Systems - A conceptual approach
DVE system requirements
Distributed object and event model
Display device abstraction
Direct-manipulation user interaction
Rapid prototyping and extensibility
Platform and performance considerations
From concept to architecture
Object model
Event model
Distributed object model
Distributed application layout
Distributed event model
Network transport layer
Data input and device interface
Scripting language selection and binding
Target platform considerations
Execution model: Single vs. multi-threading
A base system for low-level tasks
System API structure
Extension mechanism: API and link strategy
Avocado Architecture Summary
Avocado - implementation of the framework foundation
The Avocado object model
Mapping the field concept to Performer
Field containers for object state encapsulation
Smart pointers and reference counting
Adaption of Performer classes through subclassing
Field connections for event dissemination
Scene graph node classes
Sensor objects
An external device daemon process
Integration of the ELK Scheme language
A component interface for framework extension
An interface for state object persistence
Display device abstraction
Basic elements of the abstraction
Configuration examples for selected devices
Tool-based interaction support
An interaction metaphor for the Responsive Workbench
Implementation of the interaction abstraction
Extension through specialization
Summary
Avocado - implementation of the distribution architecture
Distributed object model
State sharing through object replication
The distribution group abstraction
Distributed event model
Distributed state change notification and event handling
Field connections in the distributed context
Guaranteeing application state consistency
The Ensemble/Maestro group communication system
Consistency through total message ordering
Synchrony through view atomic message delivery
Dynamic membership and atomic state transfer
Distributed locking through total message ordering
A simple distributed application example
Pacman: A complex distributed application example
Summary
Scalability in distributed virtual environments
Introduction
Scalability analysis
An environment model for scalability analysis
Analysis of existing systems
Comparison of tiling vs. no scalability mechanism
Exploiting visibility for rendering
View frustum culling in visual rendering
Level-of-detail evaluation
Hierarchical level-of-detail rendering
Exploiting visibility for distribution
Hierarchical environment partitioning
Mapping distribution groups to scene partitions
HLOD evaluation and the working set
HLOD evaluation and view frustum culling combined
Caching of inactive nodes
Implementation of the HLOD node
Scalability analysis of the hierarchical distribution approach
Summary
Results, applications and future work
Results of this work
Applications built with Avocado
Multi-modal interaction in virtual reality
Oil exploration demonstrator
PC-CAVE render cluster
Caveland
Commercial applications: Vertigo Systems and RMH
Suggestions for future work