Advances in the multimedia and networking technologies allow the realization of the distributed virtual environment (DVE). D V E is a distributed system whzch allows many clients who are located in dzfferent locations (within a L A N or across a WAN) toconcurrently explore and interact with each other in a high resolution, 3-dimensional graphical virtual environment. Some of the potential applications of DVE are: tele-conferencing, distributed games, distributed interactive simulation, collaborative group-ware environment, . . ., etc. One challenging issue in designing a DVE is to guarantee that each participating client to have the same consistent view of the virtual world. To provide this consistent view, the D V E needs to perform synchronization actions periodically. In this paper, we present a methodology of deriving an optimal synchronizing interval. Our work is divided into two parts. In the first part, algorithms are presented to construct suitable communication sub-graph for the clients. In the second part, we present the outline on how to derive the optimal synchronizing interval based on the proposed co,mmunication sub-graph using the Markov chain theory and the fundamental matrix. IntrodluctionWith the advances in multimedia and networking technologies, the idea of distributed virtual environment (DVE) becomes possible. A DVE is a distributed system that allows many clients from different nodes of the network to concurrently explore and interact with each other in. a high-resolution, 3-dimensional, graphical virtual world. Clients who are exploring the virtual environment can extract information about the virtual environment, and communicate in real time with other clients. Like any computer technology, DVE will change the way how people work, interact and share *This research i s supported in part by the UGC & CUHK Research Grants.0-7695-0253-9/99 $10.00 0 1999 IEEE the information. However, t o design a cost-effective, scalable DVE, there are many issues to be addressed. For example: 0 Design a special database engine to give good throughput and response time for any query (e.g. in relational or spatial form) about the virtual environment. 0 Design an efficient communication protocol to allow clients from different regions of the world to communicate in real time with acceptable delay using reasonable network resource. 0 Maintain a consistent view of the virtual world for each client, good synchronization mechinisms are required.The first issue is demonstrated and solution is suggested by the VINCENT system [6]. For the second issue, existing solutions like the RSVP [3] and RTP[11], can be employed for the network bandwidth allocation and real time communication. In this paper, we address the third issue by presenting a synchronization mechanism. Our work is divided into two parts. In the first part, different communication sub-graph and the design considerations are discussed. In the second part, we derive the optimal synchronizing interval based on the proposed communication sub-graph with the con...
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