Title: Presentation of DIVE, MRToolkit Peer Package, and Paradise
1Presentation of DIVE, MRToolkit Peer Package, and
Paradise Charles Boyd CS 5331 Dr.
Temkin September 7th, 2000
2DIVE
3- DIVE Topics Covered
- Overview of DIVE.
- Why was it created?
- What does it do?
- How does it accomplish its goals? (technical
aspects)
4Overview of DIVE
- The Swedish Institute of Computer Science
Distributed Interactive Virtual Environment. - Currently in Version 3.
- DIVE is covered by licenses, but is freely
available for non-commercial use.
5Why was DIVE created?
- Primarily to solve problems of collaboration and
interaction between people. - To simulate a conference room for long-distance
shared interaction and information sharing.
6What does DIVE do?
- Creates an internet based multi-user VR system.
- Users navigate 3D space where they see, meet,
and interact with other users. - Users interact with each other using virtual
applications. - - Virtual white boards.
- - Virtual battle fields.
- - Spatial models of interaction.
- - Virtual Agents.
- - Real-world robot control.
- - Multi-modal interaction.
7How does DIVE work? (technical aspects)
- Operating Systems
- Irix 5.3 and above (SGI).
- HPUX 9.0X and 10.X (HP).
- Solaris 2.4 and above and SunOS 4 (SUN).
- Linux 2.X
- Windows NT (Microsoft)
8How does DIVE work? (technical aspects)
- Networking
- Peer-to-peer approach, no centralized server.
- Communication is handled using SID.
- - A basic communications library.
- - Based on IP multicast and Scalable Reliable
Multicast (SRM). - As long as any peer is active within the world,
the world along with its objects remain alive. - Since objects are fully replicated on all/other
nodes, they are independent of any one process
and can exist independently of the creator.
9How does DIVE work? (technical aspects)
- Visualization (graphics and rendering)
- Behavior of virtual objects are described by
interpreted Tcl scripts. - - Evaluated on any node where the object is
replicated. - - Scripts are triggered by events in the system
(ex user interaction signals, timers, and
collisions). - DIVE reads and exports VRML along with several
other 3D formats.
10How does DIVE work? (technical aspects)
- User Interface
- User sees the world through a rendering
application called a visualizer. - Visualizer renders a scene from the viewpoint of
the users eye. - Visualizer can be set up to use a wide range of
I/O devices such as an HMD, wands, datagloves,
etc.
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14MR Toolkit Peer Package
15- MR Toolkit PP Topics Covered
- Overview of MR Toolkit PP.
- Why was it created?
- What does it do?
- How does it accomplish its goals? (technical
aspects)
16Overview of MR Toolkit PP
- Minimal Reality Toolkit Peer Package (MR-TPP).
- Extension of the University of Albertas MR
Toolkit. - MR (Minimal Reality) Toolkit is a set of
software tools for the production of virtual
reality systems and other forms of
three-dimensional user interfaces.
17Why was MR-TPP created?
- Because MR Toolkit is a tool which creates stand
alone virtual reality systems. - A package was needed to enable a networked
virtual environment.
18What does MR-TPP do?
- Allows any number of independent applications to
communicate. - - Application-dependent data.
- - Device data to remote applications.
19How does MR-TPP work? (technical aspects)
- Operating Systems
- Runs on all major OS for HP, SGI, DEC, PC, and
IBM RS6000 workstations
20How does MR-TPP work? (technical aspects)
- Networking (protocols)
- Uses UDP packets for network communication.
- Similar to DIS, ignores lost packets.
- Relies on frequent sending of packets, at the
update rate of the input device, to provide the
needed redundancy. - The networked VE operates asynchronously.
21How does MR-TPP work? (technical aspects)
- Software Architecture
- Local copies of shared information are stored in
a distributed fashion. - MR-TPP maintains a complete graph topology.
- - Number of packets transmitted is on the order
of the square of the number or participants. - - Limits total number of participants to 4 or
less due to packet loads.
22PARADISE
23- PARADISE Topics Covered
- Overview of PARADISE.
- Why was it created?
- What does it do?
- How does it accomplish its goals? (technical
aspects)
24Overview of PARADISE
- Performance Architecture for Advanced
Distributed Interactive Simulation Environments. - Created at Stanford University in 1993.
25Why was PARADISE created?
- PARADISE was created to specifically address
network software architecture issues facing
environments containing thousands of users. - Contrary to most academic research projects
which focused on the graphical aspects of net-VE
design.
26What does PARADISE do?
- Provides a software architecture for large scale
inter-networked simulation environments.
27How does PARADISE work? (technical aspects)
- Software / Hardware
- Initially ran on a set of four IBM RS/6000
workstations. - Used basic OpenGL graphics capabilities.
28How does PARADISE work? (technical aspects)
- Networking and Communication
- Uses a simulated IP multicast protocol.
- Concentration on various update frequencies and
accuracies for different object types. - Position History-Based Dead Reckoning (rapid
changes) - - Smaller update packets.
- - Better accuracy on fast moving objects.
- Log-Based Receiver-Reliable Multicast (slow
changes) - - Focus on reliable multicasting.
- - Eliminated the heartbeat messages found in DIS.
29Important to note
- The most important thing to consider about
PARADISE is its attempt to reconsider many of the
standard net-VE assumptions that currently
existed. - Work on PARADISE resulted in a series of
advances in core simulation software technology.
30References
- Singhal, Sandeep. Zyda, Michael. Networked
Virtual Environments Addison-Wesley, 2000 - www.sics.se/dive
- http//www.cs.ualberta.ca/graphics/MRToolkit.html
- http//dsg.stanford.edu/paradise.html