2,014 research outputs found

    Enabling scalability by partitioning virtual environments using frontier sets

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    We present a class of partitioning scheme that we have called frontier sets. Frontier sets build on the notion of a potentially visible set (PVS). In a PVS, a world is subdivided into cells and for each cell all the other cells that can be seen are computed. In contrast, a frontier set considers pairs of cells, A and B. For each pair, it lists two sets of cells (two frontiers), FAB and FBA. By definition, from no cell in FAB is any cell in FBA visible and vice versa. Our initial use of frontier sets has been to enable scalability in distributed networking. This is possible because, for example, if at time t0 Player1 is in cell A and Player2 is in cell B, as long as they stay in their respective frontiers, they do not need to send update information to each other. In this paper we describe two strategies for building frontier sets. Both strategies are dynamic and compute frontiers only as necessary at runtime. The first is distance-based frontiers. This strategy requires precomputation of an enhanced potentially visible set. The second is greedy frontiers. This strategy is more expensive to compute at runtime, however it leads to larger and thus more efficient frontiers. Network simulations using code based on the Quake II engine show that frontiers have significant promise and may allow a new class of scalable peer-to-peer game infrastructures to emerge

    3D Scene Annotation for Efficient Rendering on Mobile Devices

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    This paper presents a new approach for efficient 3D rendering on mobile devices, where selective rendering can be achieved with the help of 3D scene annotation. By taking advantage of first person environments in most 3D applications, we are able to annotate the flooring details of the 3D space. This allows 3D environments to be interfaced using a higher level view of objects. With the higher level of scene understanding, it is possible to determine which 3D objects are not required for loading or rendering based on the viewer’s location and its surrounding constraints

    Hierarchical path-finding for Navigation Meshes (HNA*)

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    Path-finding can become an important bottleneck as both the size of the virtual environments and the number of agents navigating them increase. It is important to develop techniques that can be efficiently applied to any environment independently of its abstract representation. In this paper we present a hierarchical NavMesh representation to speed up path-finding. Hierarchical path-finding (HPA*) has been successfully applied to regular grids, but there is a need to extend the benefits of this method to polygonal navigation meshes. As opposed to regular grids, navigation meshes offer representations with higher accuracy regarding the underlying geometry, while containing a smaller number of cells. Therefore, we present a bottom-up method to create a hierarchical representation based on a multilevel k-way partitioning algorithm (MLkP), annotated with sub-paths that can be accessed online by our Hierarchical NavMesh Path-finding algorithm (HNA*). The algorithm benefits from searching in graphs with a much smaller number of cells, thus performing up to 7.7 times faster than traditional AÂż over the initial NavMesh. We present results of HNA* over a variety of scenarios and discuss the benefits of the algorithm together with areas for improvement.Peer ReviewedPostprint (author's final draft

    Efficient Real-Time Rendering of Building Information Models

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    A Building Information Model (BIM) is a powerful concept, since it allows both 2D-drawings and 3D-models of buildings or facilities to be extracted from the same source of data. Compared to a general 3D-CAD model a BIM is a different kind of representation, since it defines not only geometrical data but also information regarding spatial relations and semantics. However, because of the large number of individual objects and high geometric complexity, 3D-data obtained from a BIM are not easily used for real-time rendering without further processing. In this paper we present a culling system specifically designed for efficient real-time rendering of BIM’s. By utilizing the unique properties of a BIM we can form the required data structures without manual modification or expensive preprocessing of the input data. Using hardware occlusion queries together with additional mechanisms based on specific BIM-data, the presented system achieves good culling efficiency for both indoor and outdoor cases

    Hierarchical Path Finding to Speed Up Crowd Simulation

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    Path finding is a common problem in computer games. Most videogames require to simulate thousands or millions of agents who interact and navigate in a 3D world showing capabilities such as chasing, seeking or intercepting other agents. A new hierarchical path finding solution is proposed for large environments. Thus, a navigation mesh as abstract data structure is used in order to divide the 3D world. Then, a hierarchy of graphs is built to perform faster path finding calculations than a common A*. The benefits of this new approach are demonstrated on large world models

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    Problema geométrico conexo de localização de instalaçÔes

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    Orientadores: FlĂĄvio Keidi Miyazawa, Rafael Crivellari Saliba SchoueryDissertação (mestrado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Esse trabalho visa estudar problemas da famĂ­lia Localização de InstalaçÔes. Nesses problemas, recebemos de entrada um conjunto de clientes e um conjunto de instalaçÔes. Queremos encontrar e abrir um subconjunto de instalaçÔes, normalmente, pagando um preço por cada instalação aberta. Nosso objetivo Ă© conectar clientes a instalaçÔes abertas, pagando o menor custo possĂ­vel. Esse problema tem grandes aplicaçÔes na ĂĄrea de Pesquisa Operacional e TelecomunicaçÔes. Estamos especialmente interessados no problema de Localização de InstalaçÔes GeomĂ©trico e Conexo. Nessa versĂŁo do problema, as instalaçÔes podem ser abertas em qualquer lugar de um plano de dimensĂŁo d, e pagamos um preço fixo f por cada instalação aberta. TambĂ©m devemos conectar as instalaçÔes entre si formando uma ĂĄrvore. Essa ĂĄrvore normalmente recebe uma ponderação maior, uma vez que suas conexĂ”es agregam atendimento para quantidade maior de recursos. Para representar tal ponderação seus custos sĂŁo multiplicados por um parametro M > 0 dado como parte da entrada. Apresentamos um Esquema de Aproximação Polinomial para a versĂŁo euclidiana do problemaAbstract: In this work we study problems from the facility location family. In this set of problems, we want to find and open a subset of given facilities. Usually, a price is paid for each opened facility. Our goal is to connect given clients to the closest opened facilities incurring in the smallest cost possible. This problem has several practical applications in Operations Research and Telecommunication. We are specially interested in the Geometric Connected Facility Location problem. In this version, facilities can be anywhere in the d-dimensional plane, and we have to pay a fixed price f to open each facility. We also have the requirement of connecting facilities among themselves forming a tree. This tree is usually weighted by a given parameter M > 0. We present a Polynomial-Time Approximation Scheme for the two-dimensional version of this problemMestradoCiĂȘncia da ComputaçãoMestra em CiĂȘncia da Computação1406904, 1364124CAPE

    Performance Optimization and Statistical Analysis of Basic Immune Simulator (BIS) Using the FLAME GPU Environment

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    Agent-based models (ABMs) are increasingly being used to study population dynamics in complex systems such as the human immune system. Previously, Folcik et al. developed a Basic Immune Simulator (BIS) and implemented it using the RePast ABM simulation framework. However, frameworks such as RePast are designed to execute serially on CPUs and therefore cannot efficiently handle large simulations. In this thesis, we developed a parallel implementation of immune simulator using FLAME GPU, a parallel ABM simulation framework designed to execute of Graphics Processing Units(GPUs). The parallel implementation was tested against the original RePast implementation for accuracy by running a simulation of immune response to a viral infection of generic tissue cells. Finally, a performance benchmark done against the original RePast implementation demonstrated a significant performance gain 13X for the parallel FLAME GPU implementation

    SDN/NFV-enabled satellite communications networks: opportunities, scenarios and challenges

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    In the context of next generation 5G networks, the satellite industry is clearly committed to revisit and revamp the role of satellite communications. As major drivers in the evolution of (terrestrial) fixed and mobile networks, Software Defined Networking (SDN) and Network Function Virtualisation (NFV) technologies are also being positioned as central technology enablers towards improved and more flexible integration of satellite and terrestrial segments, providing satellite network further service innovation and business agility by advanced network resources management techniques. Through the analysis of scenarios and use cases, this paper provides a description of the benefits that SDN/NFV technologies can bring into satellite communications towards 5G. Three scenarios are presented and analysed to delineate different potential improvement areas pursued through the introduction of SDN/NFV technologies in the satellite ground segment domain. Within each scenario, a number of use cases are developed to gain further insight into specific capabilities and to identify the technical challenges stemming from them.Peer ReviewedPostprint (author's final draft
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