Distributed Virtual Environments!

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Distributed Virtual Environments! Introduction! Richard M. Fujimoto! Professor!! Computational Science and Engineering Division! College of Computing! Georgia Institute of Technology! Atlanta, GA 30332-0765, USA!! http://www.cc.gatech.edu/~fujimoto/! Copyright Richard M. Fujimoto!

Outline! What are they?! DVEs vs. Analytic Simulations! DIS! Design principles! Example!

Distributed Virtual Environments (DVE)! A synthetic world into which humans and/or physical devices are embedded! Interaction between embedded humans/devices and simulated elements! Involves humans, devices, computations at different locations! Examples! Military training (SIMNET, Distributed Interactive Simulation, HLA)! Multiplayer video games! A key issue is to ensure different participants have consistent views of the DVE! Consistent in time and space! Fair fight issues! Latency, limited communication bandwidth!

DVE Architectures! Server architecture! Distributed architecture! WAN interconnect! LAN interconnect!

Analytic vs. Training! Communication! Analytic! Often point-to-point! Reliable! Multiprocessor/LAN! OK w/ Arbitrary latency! DVE! Broadcast/multicast! Best effort! LAN/WAN! Latency bounds, low jitter! Simulation Model! May be non-interactive! Interactive! Time Management! Performance! Time stamp order! Synchronization protocol! As-fast-as-possible! Speedup! Receive order! No synchronization protocol! Real-time! Realism! Typical Applications! Design, analysis! Training, entertainment! Issues (selected)! Efficient execution! Ease of use! Scalable execution!

Distributed Interactive Simulation (DIS)! The primary mission of DIS is to define an infrastructure for linking simulations of various types at multiple locations to create realistic, complex, virtual worlds for the simulation of highly interactive activities [DIS Vision, 1994].! developed in U.S. Department of Defense, initially for training! DVEs widely used in DoD; growing use in other areas (entertainment, emergency planning, air traffic control)!

DIS Design Principles! Autonomy of simulation nodes! simulations broadcast events of interest to other simulations; need not determine which others need information! receivers determine if information is relevant to it, and model local effects of new information! simulations may join or leave exercises in progress! Transmission of ground truth information! each simulation transmits absolute truth about state of its objects! receiver is responsible for appropriately degrading information (e.g., due to environment, sensor characteristics)! Transmission of state change information only! if behavior stays the same (e.g., straight and level flight), state updates drop to a predetermined rate (e.g., every five seconds)! Dead Reckoning algorithms! extrapolate current position of moving objects based on last reported position! Simulation time constraints! many simulations are human-in-the-loop! humans cannot distinguish temporal difference < 100 milliseconds! places constraints on communication latency of simulation platform!

A Typical DVE Node Simulator! network! visual display! system! terrain! database! Image! Generator! control/! display! Other Vehicle! State Table! own vehicle! dynamics! network! sound! generator! controls! and panels! Execute every 1/30th of a second:! receive incoming messages & user inputs, update state of remote vehicles! update local display! for each local vehicle! compute (integrate) new state over current time period! send messages (e.g., broadcast) indicating new state! Reproduced from Miller, Thorpe (1995), SIMNET: The Advent of Simulator Networking, Proceedings of the IEEE,! 83(8): 1114-1123.!

Typical Sequence! visual display! terrain! database! 3! 6! 7! Image! Generator! control/! display! Other Vehicle! State Table! own vehicle! dynamics! 4! network! sound! generator! 8! 1. Detect trigger press! 2. Audio fire sound! 3. Display muzzel flash! 4. Send fire PDU! 5. Display muzzel flash! Controls/panels! visual display! 5! 1! 9! 2! 4! 8! 11! 6. Compute trajectory,! display tracer! 7. Display shell impact! 8. Send detonation PDU! terrain! database! Image! Generator! control/! display! Other Vehicle! State Table! own vehicle! dynamics! network! sound! generator! 9. Display shell impact! 10. Compute damage! 11. Send Entity state PDU! indicating damage! Controls/panels! 10!

Summary! Distributed Virtual Environments have different requirements compared to analytic simulations, leading to different solution approaches! May be acceptable to sacrifice accuracy to achieve better visual realism! Limits of human perception can often be exploited! Distributed Interactive Simulation (DIS) representative of approach used in building DVEs!