Online Virtual Environments: Second Life - PowerPoint PPT Presentation

About This Presentation
Title:

Online Virtual Environments: Second Life

Description:

Online Virtual Environments: Second Life Networked Virtual Worlds Early interest in shared virtual spaces Training Social Scalability Difficult issues Consistency ... – PowerPoint PPT presentation

Number of Views:269
Avg rating:3.0/5.0
Slides: 25
Provided by: davidj76
Learn more at: https://my.eng.utah.edu
Category:

less

Transcript and Presenter's Notes

Title: Online Virtual Environments: Second Life


1
Online Virtual EnvironmentsSecond Life
2
Networked Virtual Worlds
  • Early interest in shared virtual spaces
  • Training
  • Social
  • Scalability
  • Difficult issues
  • Consistency
  • Latency
  • Bandwidth

3
History
4
SIMNET
  • The goal of the SIMNET project (1990) was to
    develop a low-cost networked virtual
    environment for training small units to fight as
    a team.
  • Kept bandwidth low by extrapolating vehicle
    position rather than constant broadcast

5
A DIS Networked VE - CCTT
  • DIS is the successor to SIMNET
  • The US Army's Close Combat Tactical Trainer
    (CCTT) is one of the larger scale networked
    virtual environments.

6
SGI Flight Dogfight
  • Flight was distributed in networked form on all
    SGI workstations sometime after SIGGRAPH 1984 and
    could be seen in practically every SGI-outfitted
    lab at that time, either during the day on breaks
    or after hours.

7
SGI Flight Dogfight
  • Sometime after the release of the networked
    version of Flight, in early 1985 it is believed,
    SGI engineers modified the code of Flight to
    produce the demonstration program Dogfight.
  • This modification dramatically upgraded the
    visibility of net-VEs as players could now
    interact by shooting at each other.

8
Doom
  • On 10 December 1993, id Software released its
    shareware game Doom.
  • The posting of Doom caught most network
    administrators eyes when their LANs started
    bogging down. Doom did no dead reckoning and
    flooded LANs with packets at frame rate.
  • This networked ability to blast people in a
    believable 3D environment created enormous demand
    for further 3D networked games.

9
NPSNET
  • The NPSNET Research Group is the longest
    continuing academic research effort in networked
    virtual environments. The focus of the group is
    on the complete breadth of human-computer
    interaction and software technology for
    implementing large-scale virtual environments
    (LSVEs).
  • There have been several generations of software
    formally named NPSNET and several precursor
    systems.

10
NPSNET-IV
  • NPSNET-IV Capabilities
  • Building walkthroughs.
  • Articulated humans - mounting/dismounting
    capability.
  • Networking - play across the multicast backbone
    of Internet.
  • Terrain database integration, terrain paging
    (70km x 70km).
  • Any vehicle capability - air, ground, articulated
    human.
  • Testbed for VE NSA issues.
  • Interoperability - SIMNET/DIS
  • Constructive model integration - Janus World
    Modeler
  • ModSAF

11
NPSNET-IV
12
NPSNET-IV
13
NPSNET-IV
14
DIVE
  • The Swedish Institute of Computer Science
    Distributed Interactive Virtual Environment
    (DIVE) is another early and ongoing academic
    virtual environment.

15
Swedish Institute of Computer Science - DIVE
  • However, unlike SIMNET the entire database is
    dynamic and uses reliable multicast protocols to
    actively replicate new objects.

16
The MERL Implementation - Diamond Park
  • The MERL Diamond Park VE is built using SPLINE
    (Scalable PLatform for INteractive Environments)
    which provides the implementation of locales
    beacons.

17
The MERL Implementation - Diamond Park
  • Diamond Park has multiple users that interact in
    the park by riding around on bicycles and talking
    to each other (Social VR).

18
MERL Efforts in Large -Scale Multi-User VEs
  • Locales are an efficient method for managing the
    flow of data between large numbers of users in a
    LSVE.
  • The concept of locales is based on the idea that
    while a VE may be very large, most of what can be
    observed by a single user at a given moment is
    local in nature.
  • Each locale has its own multicast address
    coordinate system.
  • Beacons - are a special class of objects that can
    be located without knowing what locale they are
    in (to solve the how do I join the VE problem).

19
A Brief Timeline of Net-VEs
20
What is Second Life?
  • An interactive virtual world
  • residents can make or modify virtually anything
  • IP rights form the basis of an economy

From secondlife.com as of Jan. 19th, 2007
21
What runs SL?
  • From June 6, 2006 cnet.com article
  • 2,579 dual-core Opteron servers
  • Each server runs a 16 acre sim
  • About 3 users per server!
  • WoW and others run hundreds/server

22
SL Technology
  • Havok physics engine
  • Dynamic lighting
  • Weather

23
Basic Concepts
  • World divided into regions
  • Each with own server
  • Communication with people in one region
  • Objects can have local behavior
  • Trees wave in breeze
  • Computed locally
  • Objects are paged in as needed
  • Intelligent streaming
  • Streams occluders before occluded objects

24
Lets take a look!
Write a Comment
User Comments (0)
About PowerShow.com