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Managing Shared Virtual Worlds: Here, There, Everywhere

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getting it here from there: what to fetch. interaction everywhere: what to share ... systems have a long way to go. previous work only scratched surface of ... – PowerPoint PPT presentation

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Title: Managing Shared Virtual Worlds: Here, There, Everywhere


1
Managing Shared Virtual Worlds Here, There,
Everywhere
  • Michael V. Capps
  • MIT Laboratory for Computer Science
  • Mitsubishi Electric Research Laboratory

2
Overview
Motivation
Questions?
Here and now
Here Tomorrow
Conclusions
Everywhere
Building a Model
There
3
VR not enough R
  • low-resolution, low-FOV, cartoon worlds
  • displaying
  • too much
  • too little
  • models outpacing technology
  • Bad VR is a research area!

Does it look real to you?
4
Networked VR
  • Distributed model and client separated
  • Collaborative interaction among users
  • bandwidth limitation
  • poor use, preloading
  • VRML Quake

MSIE / VRML
ATT Ring System
5
Solutions?
  • no easy solution coming anytime soon
  • for now, optimize intelligently
  • Goal smooth degradation
  • managing whats here what to display
  • getting it here from there what to fetch
  • interaction everywhere what to share

6
Here--and Now
  • goals photo-realism, presence
  • most solutions require extremely complex geometry
  • and high-fidelity lighting (radiosity / ray
    tracing)
  • reducing the work
  • visibility
  • texturing
  • levels of detail
  • image-based rendering

7
Here Tomorrow making here a little tougher
  • management well explored in limited instances
  • LOD in height fields
  • LOD in 2 1/2 D axial architectural models
  • managing local model is getting tougher
  • more general worlds
  • hybrid rendering schemes

8
Hybrid Systems
  • the best of both worlds?
  • use a combination of geometry, textures,
    images...
  • examples
  • CityScape Xiong
  • color-cubes U. Wash
  • shared-frustum stereo
  • hierarchical image caching
  • image impostors

Color-cubes
9
Hierarchical Image Caching
  • based on explorations by U. Wash. (SIGGRAPH 96)
  • BSP nodes replaced with cached images
  • safety zone of angular disparity

Above geometry only Below w/cached images
10
Image Impostors
  • Ville visualization of urban scenery
  • large model extent
  • exploit structured nature
  • replaces far-field geometry with impostor mesh
  • S. Shalabi, J. Dorsey MIT
  • F. Sillion, IMAGIS

11
AnySystem
  • Flexible architecture for investigating hybrid
    system design and optimization
  • AnyRep
  • AnyRend
  • AnyTree

Rep
Geom
Image
RepList
Tris
Depth
Impostor
Hi-order
Volume
LightField
Cache
TriList
OptTris
Ht Field
12
AnyTree
  • combination of spatial subdivisions
  • each optimal in certain situations
  • greater generality
  • split is very complex

OCT Tree
QUAD Tree
BSP Tree
KD Tree
13
Building a Model
  • cant solve can optimize
  • need a model that takes into account
  • whats most important
  • capabilities of the client
  • user interest
  • perceptual difference between alternatives
  • continuous, or at least highly-sampled discrete,
    space of possibilities

14
QuICk Model
Quality of representations u Importance of
representations/areas Cost of representations k
15
Q is for Quality
  • rep quality is mostly precomputed / predetermined
  • comparing apples and oranges
  • essentially discrete quantification of perceptual
    difference
  • function of client display technology!
  • Current methods
  • number of triangles
  • find difference by sampling points
  • is dynamic based on interfaces with other reps
  • in space (stitching)
  • in time (hysteresis)

16
Importance
  • again mostly a precomputation
  • viewpoint-dependent
  • designer input
  • small addition to model creation time
  • plain old distance

17
Other contributors to I
  • visitation frequency
  • visibility
  • point-to-point visibility
  • cell-to-cell visibility
  • PVS (lower storage)
  • GVS (continuous data)
  • morphology
  • urban structure (Ville)
  • motion prediction

18
Cost
  • render cost
  • based on client capability
  • which is determined empirically
  • which can be dynamic
  • and complexity of rep
  • number of polygons, size of image, etc.
  • storage cost
  • cache management (model gtgt memory)
  • disk transfer path latency requires prediction
  • Berkeley Walkthrough
  • creation cost

19
Using the QuICk model
  • Factors are complex, but easy to estimate
  • model is a function of client, so
  • important to have accurate client
    specification
  • MAX(Q?I) so that each area has a rep
    while SUM(C) lt display limit

20
There
  • problem reliance on network
  • bandwidth limitations
  • must choose which areas of model to download
  • must choose which representations of those areas
    to download
  • latency limitations
  • must make predictions to request in advance
  • ...sound familiar?

21
QuICk model
  • Distribution is complex caching
  • just another transfer path
  • server optimizes globally
  • new QuICk parameters
  • Cost
  • include additional latency cost of fetch
  • rep creation at server
  • Importance
  • frequency of request
  • arrival time vs. time needed
  • prediction
  • classes of motion
  • precomputed distances
  • certainty of predictions

22
Everywhere Shared VR systems
  • Interest Management today
  • distance acceptable standard
  • cells
  • for distance
  • for visibility
  • locales
  • auras
  • functional participant groups
  • implicit by client specification
  • explicit user-administered

23
Interest by Communication
  • position updates
  • ephemeral actions
  • visible
  • audible
  • world-state modifications

24
QuICk model
  • QuICk still applies (with a stretch)
  • Quality accuracy of perception
  • of maximum update rate
  • per action
  • per participant interface
  • Importance ? interest
  • Cost
  • cost of transmission
  • cost to process and display

25
Conclusion and Future Work
  • Here
  • systems have a long way to go
  • previous work only scratched surface of system
    management issues
  • There
  • management is extension of single-user problem
  • Everywhere
  • interest management has been successful...
  • ...but if the model has been built, use it!

26
Conclusion and Future Work
  • weve built a generic toolkit to explore
    management of hybrid VR systems
  • and have expanded that to multi-user hybrid VR
    systems

27
Questions?
  • More information at

  • http//gfx.lcs.mit.edu/capps
  • Acknowledgements
  • -Funded in part by a National Science Foundation
    Graduate Fellowship
  • -Thanks for images Sami Shalabi, University of
    Washington, Brian Ladd, IdSoftware, ATT
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