3 research outputs found

    Modelling parallel and distributed virtual reality systems for performance analysis and comparison

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    Most Virtual Reality systems employ some form of parallel processing, making use of multiple processors which are often distributed over large areas geographically, and which communicate via various forms of message passing. The approaches to parallel decomposition differ for each system, as do the performance implications of each approach. Previous comparisons have only identified and categorized the different approaches. None have examined the performance issues involved in the different parallel decompositions. Performance measurement for a Virtual Reality system differs from that of other parallel systems in that some measure of the delays involved with the interaction of the separate components is required, in addition to the measure of the throughput of the system. Existing performance analysis approaches are typically not well suited to providing both these measures. This thesis describes the development of a performance analysis technique that is able to provide measures of both interaction latency and cycle time for a model of a Virtual Reality system. This technique allows performance measures to be generated as symbolic expressions describing the relationships between the delays in the model. It automatically generates constraint regions, specifying the values of the system parameters for which performance characteristics change. The performance analysis technique shows strong agreement with values measured from implementation of three common decomposition strategies on two message passing architectures. The technique is successfully applied to a range of parallel decomposition strategies found in Parallel and Distributed Virtual Reality systems. For each system, the primary decomposition techniques are isolated and analysed to determine their performance characteristics. This analysis allows a comparison of the various decomposition techniques, and in many cases reveals trends in their behaviour that would have gone unnoticed with alternative analysis techniques. The work described in this thesis supports the Performance Analysis and Comparison of Parallel and Distributed Virtual Reality systems. In addition it acts as a reference, describing the performance characteristics of decomposition strategies used in Virtual Reality systems

    Evaluating parts-of-speech taggers for use in a text-to-scene conversion system

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    This paper presents parts-of-speech tagging as a first step towards an autonomous text-to-scene conversion system. It categorizes some freely available taggers, according to the techniques used by each in order to automatically identify word-classes. In addition, the performance of each identified tagger is verified experimentally. The SUSANNE corpus is used for testing and reveals the complexity of working with different tagsets, resulting in substantially lower accuracies in our tests than in those reported by the developers of each tagger. The taggers are then grouped to form a voting system to attempt to raise accuracies, but in no cases do the combined results improve upon the individual accuracies. Additionally a new metric, agreement, is tentatively proposed as an indication of confidence in the output of a group of taggers where such output cannot be validated

    Parallel implementation of a virtual reality system on a transputer architecture

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    A Virtual Reality is a computer model of an environment, actual or imagined, presented to a user in as realistic a fashion as possible. Stereo goggles may be used to provide the user with a view of the modelled environment from within the environment, while a data-glove is used to interact with the environment. To simulate reality on a computer, the machine has to produce realistic images rapidly. Such a requirement usually necessitates expensive equipment. This thesis presents an implementation of a virtual reality system on a transputer architecture. The system is general, and is intended to provide support for the development of various virtual environments. The three main components of the system are the output device drivers, the input device drivers, and the virtual world kernel. This last component is responsible for the simulation of the virtual world. The rendering system is described in detail. Various methods for implementing the components of the graphics pipeline are discussed. These are then generalised to make use of the facilities provided by the transputer processor for parallel processing. A number of different decomposition techniques are implemented and compared. The emphasis in this section is on the speed at which the world can be rendered, and the interaction latency involved. In the best case, where almost linear speedup is obtained, a world containing over 250 polygons is rendered at 32 frames/second. The bandwidth of the transputer links is the major factor limiting speedup. A description is given of an input device driver which makes use of a powerglove. Techniques for overcoming the limitations of this device, and for interacting with the virtual world, are discussed. The virtual world kernel is designed to make extensive use of the parallel processing facilities provided by transputers. It is capable of providing support for mUltiple worlds concurrently, and for multiple users interacting with these worlds. Two applications are described that were successfully implemented using this system. The design of the system is compared with other recently developed virtual reality systems. Features that are common or advantageous in each of the systems are discussed. The system described in this thesis compares favourably, particularly in its use of parallel processors.KMBT_22
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