By Vanessa Newey - PowerPoint PPT Presentation

1 / 31
About This Presentation
Title:

By Vanessa Newey

Description:

... increasing Computational Load due to: ... Used to reduce network and computational load. ... MASSIVE-3 uses abstraction as well, but more spatially focused ... – PowerPoint PPT presentation

Number of Views:42
Avg rating:3.0/5.0
Slides: 32
Provided by: csAn
Category:
Tags: load | massive | newey | vanessa

less

Transcript and Presenter's Notes

Title: By Vanessa Newey


1
Using Projection Aggregations to Support
Scalability in Distributed Simulation
  • By Vanessa Newey

2
Introduction
  • Background
  • Scalability in Distributed Simulation
  • Traditional Aggregation Techniques
  • Problems with Traditional Methods
  • Projection Aggregation
  • Future Directions
  • Summary

3
Distributed Interactive Simulation Systems
  • Include
  • Multiplayer Video Games,
  • Collaborative Engineering
  • Military and Industrial training
  • Systems are Growing
  • Can be hundreds of thousands of dynamic entities

4
(No Transcript)
5
Scalability in Distributed Simulation
  • Number of entities that may simultaneously
    participate in the system.
  • Entity participating object that is separately
    modeled.
  • Scalability depends on
  • Network Capacity
  • Processor capabilities
  • Rendering speeds
  • Speed of throughput of shared servers

6
Limits to Scalability
  • Host has to
  • Receive updates
  • Model and render scene
  • Other tasks, including collision detection
  • Soas the number of entities increases
  • Increased Load on Network Resources.
  • Increased Computational Load

7
Limits to Scalability cont.
  • Even with dead-reckoning on a large simulation
    gt125,000 packets/second
  • Approaching limit of interrupts for a
    general-purpose processor
  • Rapidly increasing Computational Load due to
  • Increasing number of entities
  • Increasing detail of entity models
  • More fine-grained graphical representations

8
Aggregation
  • Used to reduce network and computational load.
  • An aggregations is a simulation entity that
    represents a group of other entities.
  • Previously used aggregation techniques are
    organisational and grid location

9
Organisational Aggregation
  • Groups entities by their organisational
    structure. e.g. armies, brigades, battalions etc
  • Easy to construct
  • An organisations members may be dispersed
    throughout regions of the VR world
  • In military simulations up to half the entities
    are destroyed
  • Each host has to receive information from all
    organisation represented within that region
  • Does not sufficiently reduce network traffic or
    the computational load

10
Grid Aggregation
  • Groups entities by their location within the
    virtual world.
  • Virtual world divided into regions, each is
    associated with an aggregation that transmits
    information about entities in that region
  • Masks organisational structure
  • For a host to send summary information about a
    battalion of tanks, then it must subscribe to
    information from all regions that could
    potentially contain one of those tanks.

11
Grid Aggregation cont.
  • Does not allow remote hosts to receive different
    fidelity information for different entity types.
  • Does not allow hosts to access entities by their
    organisation or type, so limited value for
    reducing network traffic or computational load.

12
Projection Aggregation
  • Unifies the organisational and grid aggregation
    strategies.
  • Each projection aggregation includes entities
    from a single organisation located within a
    single grid of the virtual world.
  • Oraganisation is projected onto the virtual
    world.

13
(No Transcript)
14
Projection Aggregation cont.
  • Each periodically transmits summary information
    about its members across the network.
  • Hosts use projections to represent groups of
    remote entities that do not merit local modeling
    at high detail because far from viewer or
  • Useful abstraction for describing all entities in
    a simulation

15
Projection Aggregation Summary Protocol
  • Each periodically summarises its member entities
  • Transmits summary packets over an associated
    multicast address.
  • Enough information in packets for remote hosts to
    generate a low fidelity model of those member
    entities.
  • Transmitted relatively infrequently (2-3
    seconds)
  • Regular entities transmit every second
  • Errors not noticeable

16
Projection Aggregation Summary Packets
  • Contain
  • count of entities represented
  • a single position point (average position)
  • Radius of bounding sphere
  • Distribution information (mean, standard
    deviation)
  • On remote host
  • to place each entity the simulation generates a
    distribution of locations within the bounding
    sphere, given the mean and standard deviation.
  • Projection aggregations center point and mean
    distance can be dead reckoned.

17
(No Transcript)
18
All entities treated as Projection Aggregation
  • All entities can be treated as projection
    aggregations
  • Only the rendering algorithm is different
  • Remote hosts can dynamically change the fidelity
    of their local entity model without impacting
    other hosts
  • Projections are easily integrated into existing
    simulations.
  • Provides a natural mechanism for introducing more
    detailed entity models into an existing
    simulation.

19
(No Transcript)
20
(No Transcript)
21
Heirachical Projection Aggregation
  • Projection Aggregations are arranged in a
    heirachy
  • A projection aggregation is associated with a
    parent aggregation (a broader organisation and a
    larger grid.
  • Each organisation maintains links to all its
    descendent entities.
  • Grids maintain links to all projections in that
    grid
  • Allows top-level filtering, reducing processing
  • Collision detection algorithms can use projection
    aggregations to quickly filter unlikely or
    uninteresting collisions.

22
(No Transcript)
23
(No Transcript)
24
(No Transcript)
25
Experience with Projection Aggregations
  • Used in PARADISE distributed simulation to assess
    the effectiveness of projections
  • 72 less packets.
  • Hosts multicast subscriptions down by 40
  • Implemented and managed in roughly 4000 lines of
    code

26
Conclusion
  • Projections provide a single abstraction for all
    simulation entities.
  • Design allows hosts to view each entity in
    several ways
  • Part of an organisation
  • Part of a world Grid
  • Part of a projection aggregation summary
  • Projection aggregations reduce both network and
    computational requirements.
  • A promising technique for network and
    computational resources
  • support the evolution of more detailed entity
    models

27
More recently
  • MASSIVE-3 uses abstraction as well, but more
    spatially focused
  • In Singhals book he describes a slightly
    different approach. Where objects subscribe
    information sets.

28
(No Transcript)
29
(No Transcript)
30
(No Transcript)
31
(No Transcript)
Write a Comment
User Comments (0)
About PowerShow.com