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研究生:黃百慶
研究生(外文):Pai-Ching Huang
論文名稱:以金字塔型架構為主的動態聚類興趣區域減少網路多人虛擬環境中的訊息更新量
論文名稱(外文):Reducing Update Messages by Dynamically Clustering Areas of Interest Based on Pyramid Structure
指導教授:范欽雄范欽雄引用關係
指導教授(外文):Chin-Shyurng Fahn
學位類別:碩士
校院名稱:國立臺灣科技大學
系所名稱:電機工程系
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2002
畢業學年度:90
語文別:中文
論文頁數:80
中文關鍵詞:虛擬實境語言爪哇程式外部編寫介面興趣區域訊息降低多址傳送虛擬實境
外文關鍵詞:VRMLJAVAEAIAOIMessage reduceMulticastVirtual Reality
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由於現在網路的發達,大家對網路的的需求也越來越高,虛擬實境是未來的主要的人機介面,而近來多人線上網路遊戲更是新興發燒的話題,但是它們仍有許多技術要突破,關於訊息更新量的降低,是重要的關鍵技術之一,若應用得當則可以節省網路成本,並可增加虛擬實境的畫面更新率以及真實性,有鑑於此,我們提出一個動態興趣區域分配的方式,配合新的金字塔型架構的概念,利用兩者的優點便可以有效率的過濾不必要的訊息傳送。
另外,幾個與虛擬實境有關的難題也在本文中解決。首先,使用UDP的封包傳送位置資訊可以加快網路傳輸速度,進而提昇整個興趣區域的真實性;再者,使用TCP/IP網路協定封包傳送使用者的個人識別碼、族群資訊、檔案資料、聊天訊息等,以確保資訊不會因為網路的關係而遺失封包,因為這些訊息屬於重要的資訊,其中到達順序及不遺失封包是必要的條件。至於伺服端的負載將平均分配到各個客戶端,如此伺服器只做管理的工作,負載不會隨著人數增加而成等比級數增加,這樣新興的技術與概念提供了更佳的減低訊息更新量效果,加上新的網路架構配合multicast多址傳送的技術,更大大降低傳送端的網路流量。全部介面應用程式皆用JAVA的程式開發,它們具有跨平台的特性,且方法簡單、有效率兼具實用性,我們期望所提的方法可以對虛擬實境領域有很大的助益。
For the convenience of computer networks, it is more and more frequent for everybody to use them. Virtual reality will be the main human-machine interface in the future. Recently, multi-user computer games on line are popular and become a new hot issue between young people, but there are still many technical problems that should be surmounted. Reducing update massages is one of main technology. If it is applied well, it can save a lot of costs on developing networked systems, and increase the frame rate and fidelity of virtual reality. To accomplish this, we combine the advantages of dynamically clustering area of interest (DC-AOI) and a new idea of pyramid structure to effectively filter the massage delivery that is unnecessary.
Additionally, several embarrassments about virtual reality have been broken through in this thesis. First, using the packet of UDP to transmit the information of location can increase the speed of transmission on the network. Then the realism of DC-AOI is improved. Second, some information are very important for users such as ID code, the information of group, profiles, and chatted messages. They are required that the receiving sequence is corrected and no packet is lost. Using TCP/IP network protocol to transmit the packet will ensure the information without loss over the network. As for the overhead of the server, it will be shared with clients equally. In this case, the job for the server is just administration. Overhead will not increase in geometric progression with the number of users. Such technology and conception give a great effect on reducing update messages, because the new structure of the network with the technology of multicast tremendously decreases the network flow of transmitting stations. All the interfaces of application programs are developed with JAVA software that is independent of platforms. They are easy, effective, and practicable. It is hoped that our proposed methods are greatly useful for the virtual reality domain.
目錄
中文摘要--------------------------------------------------------------------------------------- i
ABSTRACT------------------------------------------------------------------------------------ ii
致謝--------------------------------------------------------------------------------------------- iii
目錄--------------------------------------------------------------------------------------------- iv
圖目錄----------------------------------------------------------------------------------------- vi
表目錄----------------------------------------------------------------------------------------- viii
第 1 章 緒論------------------------------------------------------------------------------- 1
1.1 研究動機與目的----------------------------------------------------------------- 1
1.2 研究方法概述-------------------------------------------------------------------- 2
1.3 論文簡介-------------------------------------------------------------------------- 3
第 2 章 相關研究------------------------------------------------------------------------- 4
2.1 JAVA與VRML 通訊架構介紹----------------------------------------------- 4
2.1.1 VRML------------------------------------------------------------------------ 4
2.1.2 JAVA-------------------------------------------------------------------------- 7
2.1.3 內建草稿語言(Scripting language) -------------------------------------- 8
2.1.4 外部編寫介面 (External Authoring Interface-EAI) ------------------ 9
2.2 相關減低訊息更新的技術----------------------------------------------------- 11
2.2.1 未知狀態推測演算法------------------------------------------------------ 11
2.2.2 視覺場景更新演算法(Level of Detail-LOD) -------------------------- 12
2.2.3 空間分割興趣區域的劃分------------------------------------------------ 13
2.3 相關研究成果--------------------------------------------------------------------- 14
2.3.1 相關多人虛擬實境瀏覽系統簡介----------------------------------------14
2.3.1.1 Blaxxun商業軟體-------------------------------------------------- 14
2.3.1.2 VNET學術網站---------------------------------------------------- 18
第 3 章 網路架構-------------------------------------------------------------------------- 19
3.1 系統介面功能介紹--------------------------------------------------------------- 20
3.1.1 網路聊天室功能------------------------------------------------------------- 20
3.1.2 相對位置地圖雷達的功能------------------------------------------------- 21
3.1.3 加速場景展現與檔案資源分享------------------------------------------- 21
3.1.4 世界展示區------------------------------------------------------------------- 24
3.1.5 規避安全限制---------------------------------------------------------------- 25
3.2 Server-GroupServer-Client金字塔型網路架構------------------------------ 29
3.2.1 傳統網路架構---------------------------------------------------------------- 29
3.2.2 Server-Group-Client金字塔型網路架構介紹-------------------------- 31
3.3 Server端架構及功能-------------------------------------------------------------34
3.4 Client端架構及功能------------------------------------------------------------- 35
3.5 通訊協定與封包傳送------------------------------------------------------------ 38
3.5.1 TCP/IP PDU------------------------------------------------------------------ 40
3.5.2 UDP/IP------------------------------------------------------------------------ 40
3.5.3 實體狀態資料單元協定(EntiryStateProtocolDataUnit-ESPDU)----- 41
3.5.4 多址傳送服務(Multicast)介紹-------------------------------------------- 42
第 4 章 動態興趣區域分配-------------------------------------------------------------- 46
4.1 動態興趣區域分配演算法(DC-AOI) ----------------------------------------- 47
4.1.1 灰色系統的基本理論與運算---------------------------------------------- 47
4.1.2 灰色動態聚類興趣區域演算法------------------------------------------- 51
4.1.3 邊緣灰色關係點------------------------------------------------------------- 53
4.2 模擬動態興趣區域分配方法--------------------------------------------------- 56
4.2.1 模擬演算法結果------------------------------------------------------------- 56
4.2.2 使用離散分時方法更新聚類結果---------------------------------------- 60
4.2.3 如何應用至網路架構中---------------------------------------------------- 60
4.3 總結--------------------------------------------------------------------------------- 61
第 5 章 實驗方法與結果分析----------------------------------------------------------- 62
5.1 模擬使用者線上活動情況------------------------------------------------------ 62
5.1.1 動態聚類興趣區域演算法參數設定------------------------------------- 63
5.1.2 取得實驗的封包數量------------------------------------------------------- 65
5.2 即時線上系統實測----------------------------------------------------------------73
5.2.1 場景化身建構相關設定-----------------------------------------------------73
5.2.2 畫面更新率(電腦計算量) --------------------------------------------------73
5.3 實驗結果比較與分析-------------------------------------------------------------75
第 6 章 結論及未來工作------------------------------------------------------------------76
6.1 結論----------------------------------------------------------------------------------76
6.2 未來工作----------------------------------------------------------------------------76
參考文獻----------------------------------------------------------------------------------------78
參考文獻
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