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Defeating lag in network-distributed physics simulations
Graphical Models ( IF 2.5 ) Pub Date : 2020-05-26 , DOI: 10.1016/j.gmod.2020.101075
Loren Peitso , Don Brutzman

Shared worlds for distributed games, simulations, and VR/AR rely on intuitively “good-enough” depictions of shared world state currently limited by the belief that it is impossible to maintain identical shared state across a real-time distributed network. This prevents repeatable, verifiable results for decision-making support, safety-related and/or equipment-in-the-loop simulations, or multi-user virtual/augmented reality. A network-distributed simulation architecture is presented which maintains consistent distributed state with known maximum bounds on the duration of transient state divergence due to external input. The key concept is computing simulation events slightly early so that they arrive just-in-time to other nodes in the distributed system. This works for all events where the data resides fully within the simulation model. A procedure is provided to eliminate any state divergence caused by external inputs, which to date has been considered impossible. Providing consistent distributed dynamic shared state enables repeatable, verifiable results for all distributed simulation applications.



中文翻译:

克服网络分布式物理模拟中的滞后

分布式游戏,模拟和VR / AR的共享世界依赖于直观的“足够好”的共享世界状态描述,目前这种描述受以下信念的局限:无法在实时分布式网络上维持相同的共享状态。这可防止为决策支持,安全性和/或设备在环仿真或多用户虚拟/增强现实提供可重复,可验证的结果。提出了一种网络分布式仿真体系结构,该体系结构在由于外部输入而导致的瞬态状态发散的持续时间方面,具有已知的最大界限,保持一致的分布式状态。关键概念是尽早计算仿真事件,以便它们及时到达分布式系统中的其他节点。这适用于数据完全驻留在仿真模型中的所有事件。提供了一种程序来消除由外部输入引起的任何状态差异,迄今为止,这被认为是不可能的。提供一致的分布式动态共享状态可为所有分布式仿真应用程序提供可重复的,可验证的结果。

更新日期:2020-05-26
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