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Ashweeni Beeharee VE Course - Networked VR 1
Networked VR
Ashweeni Beeharee
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Content
Networked VR scenarios Architectures
Peer-to-peer
Consistency
Full Partial Predicted
Conclusion
Networked VR Ashweeni Beeharee Ashweeni Beeharee VE Course - - - PDF document
Networked VR Ashweeni Beeharee Ashweeni Beeharee VE Course - Networked VR 1 Content Networked VR scenarios Architectures Peer-to-peer Consistency Full Partial Predicted Conclusion Ashweeni Beeharee VE Course -
Ashweeni Beeharee VE Course - Networked VR 1
Ashweeni Beeharee VE Course - Networked VR 2
Networked VR scenarios Architectures
Peer-to-peer
Consistency
Full Partial Predicted
Conclusion
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Assembly of a helicopter engine Participant across continents
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Cycling around the park Multiple users Voice support
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Multi-user simulation exercise Use of haptic device + HMD
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Multiple user – geographically distributed More types of interactions
Passive navigation Single object/multiple user Multiple objects/multiple users
Voice link between participants Heterogeneous immersion devices
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Immersion and embodiment
In-body vs out-body
Presence and shared presence User expectation
Things should look natural
Adaptation
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Provide up-to-date info to all participants
Users location Support Interactions
Minimal delay update Support multiple message type
Simple state Voice/video
Consistency is Very important
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You already know about networking! Peer-to-Peer Client/Server Distributed
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DB DB
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DB
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DB
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Up-to-date information
Synchronisation in peer-to-peer impossible – no
Interaction
Client/Server provides central locus of control –
Consistency!
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GOLDEN RULE Information propagation IS NOT instantaneous
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Network propagation > 100ms Network is congested -> retransmission Players >> 2
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Server controls total consistency of
Communication is reliable Each Client reads from Server Client sends updates to Server (dirty
Events are totally ordered
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Guaranteed ordered event processing Implicit ownership
Latency penalty: 2 Round Trip Time Reliability not always compatible with real-time (msg +
Poor scalability Server is bottleneck Server is single point of failure
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Clients just send periodic updates Discrepancy is tolerated if:
Does not exceed a given time threshold Does not dramatically a perceptual error threshold
Clients do not need acknowledgements A client is unawares of other clients Inconsistency inversely proportional update
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Pros:
Minimum latency No infrastructure -> reduced processing overhead Simple to upgrade a single user system to multi users No bottleneck Fault tolerant (no packets -> remove entity)
Cons:
Explicit ownership Bandwidth hungry (high frequency for low inconsistency) Better scalability but still poor
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Users are not aware of other users Total consistency is not a requirement But eventual consistency has problems
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Dead reckoning I
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Dead reckoning II
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Dead reckoning III - convergence
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High level behaviours (Games)
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High level behaviours (Games)
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Derive function which represents complex
Send the function over in a single message
Twine
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Passive navigation
Consistency requirement minimal Delays
User/User – gesture Point and Shoot Collaboration
Single object/multiple user Multiple objects/multiple users
What is the impact of network problems on these?
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Collaborative manipulation
Where is the resolver? – local/remote Impact of Round-trip time Object ownership
But how about finite lag?
Minimising decoupling by using spring paradigm
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Networked VR
allows new possibilities for interaction Poses new challenges to VR designers
Three types of architectures exist and their
Consistency is at the heart of networked VR Perfect system not always possible
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