M*N - UCL Computer Science
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Transcript M*N - UCL Computer Science
Network Topologies for Scalable
Multi-User Virtual Environments
Lingrui Liang
Syllabus
Introduction
Related work
Network characteristics
Network topologies
Experimental result
Conclusion
Introduction
Network bandwidth and graphics
performance are increased, distributed
visual simulation systems are allowed
multiple users to interact in a shared 3D
virtual environment(VE)
Workstations run 3D graphics interface
program to simulate the virtual
environment, each user can be a role to
see other roles via wide-area network
Introduction
Avatars controlled by users and kept the
newest information in the workstation
through messages
Support: visual interactions bewteen
multiple users in a shared 3D VE
Applications
Distributed training simulations
Virtual meetings
Collaborative design
Multiplayer games
Challenge
Keep consistent state among a larger
number of workstations
E.g. One entity moves or modifies the
shared environment, an update must be
applied on each workstation
N entities move, M times per second.
Updates should be M*N per second to a
shared database
Goal and Aim
Goal: trade-offs of different network
topologies and messaging protocols for
multi-user virtual environments
Aim: represent the design of system that
can support very large numbers of users
at the same time
Related Work
A virtual environment is represented by
these systems as a set of independent
entities. Each entity has a geometric
description and a behaviour
Types of entity:
Static entity
Dynamic entity
Related Work
Conditions for activating distributed
simulation with multiple entities interact in
a shared VE:
Sending message to one another to update the
geomotry or behaviour of entities
Modifications to the shared environment
Impact on other entities
Related Work – Entity Management
Every entity is managed by one of the
workstation in the distributed system
Workstation may map user input to control
of entities and may include viewing
capabilities
To manage its own entities (local entities),
each workstation maintains surrogate for
some entities managed by other
workstation (remote entities)
Related Work – Surrogate
It contatins representations for the
geometry and behaviour of entity
If a workstation receives an update
message from a remote entity, it will
update the geometric and behavioural
models for the entity’s local surrogate
Surrogate behaviour is simulated by each
workstation in the processing of update
Communication Mode for Network Nodes
Four routing schemes:
Unicast
Multicast
Broadcast
Anycast
Unicast
Unicast transmission is the sending of information
packets to a single destination
E.g. Reality Bulit for Two, VEOS and MR Toolkit are
based on unicast peer-to-peer
Multicast
Using multicast to send update message to a subset of
participating workstation. The general idea is to map
entity properties into multicast groups, and send update
message only to relevant groups
E.g. NPSNET and DIVE are multicast peer-to-peer
systems
Broadcast
Broadcast refers to transmitting a packet that will be
received by every device on the network
E.g. VERN and SIMNET are broadcast peer-to-peer
systems
Anycast
Anycast is a network addressing and routing scheme
whereby data is routed to the "nearest" or "best"
destination as viewed by the routing topology
E.g. DNS and IPv6 are based on the anycast systems
Client-Server System
Communication between client workstation
is managed by message server with
intelligent server message processing
Key feature of client-server design:
servers can process messages before
propagating them to other cilents,
selecting, augmenting, or modifying
messages
Example for Client-Server Design
A server may determine to send a
particular update message only to a
relevant small subset of clients and then
broadcast the message only to those
clients and their servers
It can be applied to many users at the
same time
Client-Server Design
Motivations:
To support modem connections to clients
To simplify implementation
Assumption: a client can send a message
to any one or set of clients and/or servers
at any time
Result: with better processing and
messaging properties, a variety of
alternate system topologies are possible
Network Characteristics
Communication between workstations
participating can be implemented by a various
possible network with different features
Logical networks:
Transport is oriented connection or connectionless
Message delivery is unicast or multicast
Message latency
Data bandwidth
Wide-Area Network - Connections
Connections:
data exchange between two workstations
two-way, oriented connection, unicast transport
low latency and low bandwidth(14.4Kb/s or
28.8Kb/s)
e.g. A network is a modem using a standard
telephone cable
Wide-Area Network - Unicast
Unicast:
random number of workstations are connected
to a network logically
the network supports connectionless and
unicast messages
e.g. Internet
Wide-Area Network - Multicast
Multicast:
random number of workstations communicate
with each other with connectionless and
multicast messages
e.g. Mbone(Multicaste Backbone)
Network Characteristics
Different networks can be constructed
using combinations of different types of
networks
Each combination can affect the design of
the multi-user virtual environments
systems
Basic Concept - Network Topology
Network topology is
the study of the
arrangement or
mapping of the
elements of a network,
especially the
physical (real) and
logical (virtual)
interconnections
between nodes
Peer-to-Peer Topologies
Arranged system with a set of
workstations
Communication method: peer-to-peer
(P2P) directly
Peers send a unicast message to other
peers when an entity is updated (unicast
message is available)
Peer-to-Peer Topologies - Unicast
Peer-to-Peer Topologies
Filters must be applied
What for? – Update messages are not
sent to every peer for every update
Peers maintain lists of entities in each cell
Update messages are sent to all peers
whenever an entity moves to a new cell,
mapping must be changed among peers
Peer-to-Peer Topologies
Peers can send a single multicast
message to a subset of peers at one time
(Multicast message is available)
A multicast group can be assigned to each
cell
Peers do not maintain the lists of entities
in each cell, but they join and leave
multicast groups as their entities move
between cells
Peer-to-Peer Topologies - Multicast
Hierarchical Topologies
Hierarchical Topologies = Tree Topologies
A hierarchical topology is created similar to
an extended star topology. The primary
difference is that it does not use a central
node. Instead, it uses ad trunk node from
which it branches to another nodes.
Hierarchical Topologies
Multi-user VE can be designed by this
topology
Each entity’s update, a client sends
update message to server, the it
propogates to other servers and clients
Types of network used for client-server
and for server-server links
Hierarchical Topologies
Properties
Advantages:
Message distribution is shifted out of the client
and into the server
Server: litter processing, storage or messaging
to keep entities consistent in a large VE
Client: precessing, storage and network
bandwidth requirements scale unlimited
Disadvantages
Extra latency may be introduced for each
update message
Communications – Client/Server
Oriented connection, unicast: each server
manages message distribution for a subset of
clients
Every entity’s update, client
server,
server
other servers and client with entities,
but maintaining mappings and periodic update
are required
Not scale infinitely
Communications – Client/Server
Connectionless, unicast: each server manages
message distribution for separate regions of the
VE
Advantage: fewer server-to-sercer messages
are generated
Maintaining mappings and periodic update are
also required
Scales infinitely and server are limited to finite
subsets of the VE
Communications – Server/Server
Multicast: similar to the P2P multicast system
design
Region managed by each server is static,
servers do not join and leave multicast group
dynamically
No periodic update required
Scales infinitely
Experiment
VE conditions: 800
rooms connected by
hallways consisting of
23,168 polygons and
2,219 cells
Runs 256 computercontrolled entites at
the same time
With 2,4, 8 or 16
servers
Experimental Scheme
Two schemes to demonstrate the eect of system
design on the message processing requirements
of workstations in a multiuser virtual environment:
A) clients made static connections to one server while
servers passed messages to each other using a
connectionless unicast network
B) clients and servers both passed messages on a
connectionless unicast network, each server
managed message distribution for a separate region
of the virtual environment
Experimental Results
Experimental Analysis
A) the number of servers increased, the
total number of server-server messages
output by each server increased as
separate unicast messages were sent to
multiple servers. This is sublinear increase
B) the number of servers increased, and
the intervisibility between server regions
decreased, server-server messaging was
reduced
Experimental Result
Using B) system design, the message
processing burden of each client and
server can be quite small, and these
systems can scale many users at the
same time
Conclusion
Characteristics of the networks can greatly impact the
message distribution performance of a particular system
design for multi-user VE
The results of experiments demonstrate that different
network characteristics and different system designs can
seriously affect the message processing rates required
by workstations in a multi-user VE
Perhaps, by identifying network characteristics and
system designs that improve the message distribution
properites or decrease the cost of multi-user VE systems,
we can help software and network architects in the
design of future systems