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Efficient Triangulation for P2P Networked Virtual Environments Eliya Buyukkaya, Maha Abdallah CS Department (LIP6) University of Paris 6 Networked Virtual Environment Features A way of communication & interaction Immersion in


  1. Efficient Triangulation for P2P Networked Virtual Environments Eliya Buyukkaya, Maha Abdallah CS Department (LIP6) University of Paris 6

  2. Networked Virtual Environment � Features � A way of communication & interaction � Immersion in a synthetic world through avatars � Perceived shared space & time � Applications � Military training (since 80’s) � Remote teaching & education, online meetings, … � Massively Multiplayer Online Games (MMOGs) Maha Abdallah NetGames 2008 2

  3. NVEs : Current state � Multi-billion dollar industry � Growing number of subscribers � 10 million subscribers for World of Warcraft (WoW) � 800,000 concurrent players for WoW Burning Crusade � However… � ≤ 5000 concurrent players per world � Why & How to scale ? Maha Abdallah NetGames 2008 3

  4. Towards a 3D WEB ? Ultimately… Can we have all users concurrently share one huge, realistic, and immersive virtual world ? Maha Abdallah NetGames 2008 4

  5. The scalability issue Maha Abdallah NetGames 2008 5

  6. System Models for NVEs (1) Early stage : Client/server � Server represents… a bottleneck � a single point of failure � � Does NOT scale Maha Abdallah NetGames 2008 6

  7. System Models for NVEs (2) Current deployments: server cluster � Expensive � Limited scalability � Crowding problems Maha Abdallah NetGames 2008 7

  8. System Models for NVEs (3) P2P as a promising technology � Highly scalable � Cost effective Maha Abdallah NetGames 2008 8

  9. P2P challenges and Issues � Overlay topology structuring neighborhood � Arbitrary relationships � Application semantics-oriented � Dynamic topology maintenance neighbor discovery & � Users’ join/leave self reorganization � Users’ continuous movement in NVEs � Distributed content management Maha Abdallah NetGames 2008 9

  10. Related Works (1) � SimMUD SimMUD [Knutsson et al. 2004] � Region-based � Pastry/Scribe-based � Multicast groups � Fixed-size regions � Source: [ Knutsson et al. 2004] � Coordinator-based Performance & scalability problems Message relay � � [Iimura et al. 2004] Similar w/ no message relay � Maha Abdallah NetGames 2008 10

  11. Related Works (2) � [Kawahara et al. 2004] Connection to closest neighbors � Regular neighbor list exchange � High communication cost � � MOPAR MOPAR [Yu et al. 2005] � Hexagonal cells � 1 master/cell � Regular master neighbor list exchange � High communication cost � Source: [ Yu et al. 2005] Maha Abdallah NetGames 2008 11

  12. Related Works (3) � Solipsis Solipsis [Keller et al. 2003] � Connections to all AOI neighbors � Mutual cooperation for neighbor discovery � Incomplete neighbor discovery � Possible inconsistent topology � � Crowding issues => high communication cost Source: [ Keller et al. 2003] � VON VON [Hu et al. 2004] � Voronoi-based � Connection to all AOI neighbors � Mutual cooperation for neighbor discovery � � Crowding issues => high communication cost High overlay maintenance cost � Source: [ Hu et al. 2004] Maha Abdallah NetGames 2008 12

  13. Related Works (4) VSM [Hu et al. 2008], [Buyukkaya et al. 2008] VSM � � VON-based � Distributed state management � � Crowding issues => high communication cost High overlay maintenance cost � Source : [Buyukkaya et al. 2008] VoroCAST [Hu et al. 2008] VoroCAST � � VON-based � Multicast within AOI � Reduced bandwidth consumption per node � � Higher latency � High overlay maintenance cost Source : [Hu et al. 2008] Maha Abdallah NetGames 2008 13

  14. Related Works (5) � [Varvello et al. 2007] Delaunay-based � Cluster creation when crowding � Stretching distances within cluster � High overlay All Delaunay flip operations are still performed � maintenance cost Source : [Varvello et al. 2007] Maha Abdallah NetGames 2008 14

  15. The BIG Question… The BIG Question Voronoi/Delaunay : the right choice ? Voronoi/Delaunay : the right choice ? Maha Abdallah NetGames 2008 15

  16. Delaunay Triangulation for NVEs A Delaunay triangulation for a set of vertices A in a 2-D plane is a triangulation DT(A) such that no vertex of A is inside the circumcircle of any triangle in DT(A) � Features � Balanced triangulation � Proximity-based => Locality � Low number of neighbors => scalability � Dual graph of Voronoi diagram => state management Maha Abdallah NetGames 2008 16

  17. Delaunay Triangulation for NVEs � Issue High connection change rate ( edge-flipping ) � High maintenance cost in NVEs & MMOGs � Edge-flipping 02 replaced by 14 After 4’s movement Before 4’s movement Perfect Delaunay Triangulation in NVEs necessary or sufficient ? Maha Abdallah NetGames 2008 17

  18. Delaunay Revisited… Flip- -free free area area Flip Area where the node can move without triggering edge-flipping Standard Delaunay Basic Idea Basic Idea Reduce communication cost by maximizing a node’s flip-free area while maintaining a valid triangulation Maha Abdallah NetGames 2008 18

  19. Delaunay Revisited… Stretched flip- -free free area area Stretched flip the region composed of all the triangles for which a node is a vertex. Maximizing flip-free region Standard Delaunay Our variation Maha Abdallah NetGames 2008 19

  20. Delaunay Revisited: node movement Is flip-free area convex ? YES Flip only when crossing the base of one of its triangles 0 crosses base 23 Edge-flipping 23 replaced by 05 Increased degree ? Flip w/ triangles having longest common edge Maha Abdallah NetGames 2008 20

  21. Delaunay Revisited: flip operations Is flip-free area convex ? NO Flip only when => crossing the base of a triangle => Triangle anomalies occur 0 moves towards 2 Edge-flipping 04 replaced by 13 Maha Abdallah NetGames 2008 21

  22. Delaunay Revisited: node insertion � n entering triangle T check neighbor triangles w/ common edge with T 1. If n inside one of the circumcercles 2. Flip with the corresponding triangle(s) � Entry point 8 enters through node 0 Maha Abdallah NetGames 2008 22

  23. Conclusions � Is Delaunay/Voronoi the best choice for NVEs ? � Consider weakening conditions/alternatives � Imperfect Delaunay is enough � What impact on corresponding Voronoi ? Region management, load balancing, etc. � � Voronoi dual graph not ideal for dynamic state management � Current work � Formal analysis � Extensive evaluations w/ real traces (MMOGs and social NVEs) Latency vs message cost � Packets/sec � � Decorrelate state/object management from virtual position � Dual overlay ! Maha Abdallah NetGames 2008 23

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