Title: By Vanessa Newey
1Using Projection Aggregations to Support
Scalability in Distributed Simulation
2Introduction
- Background
- Scalability in Distributed Simulation
- Traditional Aggregation Techniques
- Problems with Traditional Methods
- Projection Aggregation
- Future Directions
- Summary
3Distributed Interactive Simulation Systems
- Include
- Multiplayer Video Games,
- Collaborative Engineering
- Military and Industrial training
- Systems are Growing
- Can be hundreds of thousands of dynamic entities
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5Scalability 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
6Limits 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
7Limits 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
8Aggregation
- 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
9Organisational 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
10Grid 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.
11Grid 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.
12Projection 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.
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14Projection 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
15Projection 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
16Projection 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.
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18All 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.
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21Heirachical 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.
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25Experience 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
26Conclusion
- 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
27More 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.
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