A System Architecture for Flexible Rendering Back-ends in Distributed Virtual Reality Applications

Author(s):  
Karsten Schwenk ◽  
Gerrit Voss ◽  
Johannes Behr
2018 ◽  
Vol 10 (6) ◽  
pp. 168781401878363 ◽  
Author(s):  
Nien-Tsu Hu ◽  
Pu-Sheng Tsai ◽  
Ter-Feng Wu ◽  
Jen-Yang Chen ◽  
Lin Lee

This article explores the construction of a geometric virtual reality platform for the environmental navigation. Non-panoramic photos and wearable electronics with Bluetooth wireless transmission functions are used to combine the user’s actions with the virtual reality environment in a first-person virtual reality platform. The 3ds Max animation software is used to create three-dimensional models of real buildings. These models are combined with the landscape models in Unity3d to create a virtual campus scene that matches real landscape. The wearable device included an ATMega168 chip as a microcontroller; it was connected to a three-axis accelerometer, a gyroscope, and a Bluetooth transmitter to detect and transmit various movements of the user. Although the development of the mechatronics, software, and engineering involved in the three-dimensional animation are the main objective, we believe that the methods and techniques can be modified for various purposes. After the system architecture was created and the operations of the platform were verified, wearable devices and virtual reality scenes are concluded to be able to be used together seamlessly.


Author(s):  
Vasily Y. Kharitonov

Dead reckoning algorithms are employed in distributed virtual reality systems (DVR systems) for predicting objects states at any given moment of time that makes it possible to minimize bandwidth requirements while maintaining required data consistency. However, existing implementations often do not take into account information on the object motion dynamics and, in general, apply static prediction models. In this paper a novel motion-aware adaptive dead reckoning algorithm is introduced based on dynamical prediction model selection depending on the object motion pattern. The results show that considerable reduction in update messages can be achieved without sacrificing prediction accuracy. In addition, it becomes possible to dynamically adjust the size of update messages according to the motion pattern and, thus, provide more flexible use of network bandwidth.


Author(s):  
Zhen You ◽  
Jiewen Huang ◽  
Jinyun Xue ◽  
Jiaxiang Chen ◽  
Jiaxin Liu ◽  
...  

Distributed Virtual Reality (DVR) is a combination of network and virtual reality technology, it could facilitate to construct a uniformly shared Distributed Virtual Environment (DVE) by using network to connect geographically distributed multiplayers. This paper concentrates on the theoretical research and practical development about Multiplayer Virtual Intelligent System (MVIS), and the main contribution could be summarized as two points. (1) Based on the DVR technology, this paper presented some theoretical research on MVIS, including the classification of virtual entities, communication pattern of entities, and the behavioral consistency research. Furthermore, a Multiplayer Earliest Deadline First (MEDF) program was proposed in order to guarantee the consistency of entities. (2) A prototype algorithm experiment system, called Multiplayer Graph-algorithm Intelligent System (MGIS), was designed. MGIS not onlyefficiently solves many problems in traditional computer algorithm teaching, such as high-abstraction, difficulty to understand, and lack of interaction mechanism; but also extends the application of DVR to cultural tourism, because MGIS is developed on the 3D scene of Lushan Mountain, which is one of the notable tourist attractions in China, and was included in the UNESCO World Heritage list in 1996. What i’s more, MGIS illustrates the ability of expression, applicability and generality of the theoretical research about MVIS.


1994 ◽  
Vol 3 (4) ◽  
pp. 360-366 ◽  
Author(s):  
Sharon A. Stansfield

This paper presents a laboratory review of current research being undertaken at Sandia National Laboratories in the development of a distributed virtual reality simulation system for situational training applications. An overview of the project is presented, followed by a discussion of the various components, both hardware and software. Finally, a training application being developed utilizing the system is presented.


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