Exploring Server-Centric Scalability for Social VR

Exploring Server-Centric Scalability for Social VR
复制标题

探索以服务器为中心的社交 VR 可扩展性

DOI:
10.1109/ds-rt58998.2023.00016
复制
发表时间:
2023
期刊:
--
影响因子:
--
通讯作者:
Friston S
Friston S
中科院分区:
--
文献类型:
--
作者:
Friston S

文献摘要

参考文献

相似文献

社交虚拟现实 (SVR) 系统的受欢迎程度和广度都在不断增长。新系统正试图支持更广泛、日益庞大的社交场合。 SVR 系统的一个关键特性是用户容量。许多系统专为小组讨论或团队游戏而设计,最多支持 20-30 名用户。有些支持更大的计数,但通过与特定社会情况相结合的特殊功能。随着 SVR 举办中型到大型聚会(10 到 1000 人),容量成为一项重大挑战。每个用户直接相互通信的幼稚实现将很快耗尽系统资源。自第一个 SVR 系统创建以来,可扩展性的限制就已为人所知。然而,虽然有很多系统,但它们的可扩展性机制通常是特定于应用程序的,并且很少公开讨论。在本文中,我们探讨了开源 SVR Ubiq 的可扩展性。我们考虑两种分区方案来增加中继服务器的容量。我们检查中继服务器系统当前的故障模式,并演示这些方案如何将容量提高 2-3 倍。我们研究了方案和模拟用户行为之间的交互,以了解可以为 SVR 可扩展性的研究收集哪些经验教训。
Social Virtual Reality (SVR) systems are growing in both popularity and breadth. New systems are attempting to support a wider range of increasingly large social situations. A key characteristic of SVR systems is user capacity. Many systems are designed for small group discussion or team games, and support up to 20-30 users. Some support larger counts, but via special features coupled to a specific social situation. As SVR broaches medium to large gatherings (10s-1000s of people), capacity becomes a major challenge. Naïve implementations where each user communicates directly with every other will quickly overwhelm the resources of the system. The constraints on scalability have been known since the first SVR systems were created. However, while there are many systems out there, their scalability mechanisms are often application specific, and rarely openly discussed. In this paper we explore scalability in the open-source SVR Ubiq. We consider two partitioning schemes to increase relay-server capacity. We examine the current failure modes of the relay-server system, and demonstrate how these schemes improve capacity by a factor of 2-3x. We look at the interactions between the schemes and simulated user behaviour, to see what lessons can be gleaned for research into scalability for SVR.
DOI: 10.1109/vr.2004.41
发表时间: 2004-03
期刊: IEEE Virtual Reality 2004
影响因子: --
作者:
Zonghui Wang;Xiaohong Jiang;Jiaoying Shi
通讯作者: Zonghui Wang;Xiaohong Jiang;Jiaoying Shi
DOI: 10.1177/000276428102400507
发表时间: 1981-05
影响因子: 3.2
作者:
A. Paul Hare
通讯作者: A. Paul Hare
分布式场景图使数千个用户可以在虚拟环境中进行交互
DOI: 10.1109/netgames.2010.5679669
发表时间: 2010
期刊: 2010 9th Annual Workshop on Network and Systems Support for Games
影响因子: --
作者:
Dan Lake;M. Bowman;Huaiyu Liu
通讯作者: Huaiyu Liu
共享分布式虚拟世界的软件架构
DOI: 10.1109/vr.2009.4811050
发表时间: 2009
期刊: 2009 IEEE Virtual Reality Conference
影响因子: --
作者:
F. Drolet;M. Mokhtari;François Bernier;D. Laurendeau
通讯作者: D. Laurendeau
为两人打造的现实:虚拟现实工具
DOI: 10.1145/91385.91409
发表时间: 1990
期刊: IEEE Virtual Reality, 2003. Proceedings.
影响因子: --
作者:
C. Blanchard;Scott Burgess;Young Harvill;J. Lanier;Ann Lasko;M. Oberman;Michael A. Teitel
通讯作者: Michael A. Teitel