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Issue No.01 - January/February (2010 vol.30)
pp: 80-84
Pavel Babenko , University of Central Florida
Brian Goldiez , University of Central Florida
Christopher Ellis , University of Central Florida
Glenn A. Martin , University of Central Florida
Dynamic terrain is useful for enhancing realism and immersion in VR simulation. Current approaches typically limit the resolution or size of the editable region of terrain, or handle one or few clients simultaneously. Our primary goals are to simulate large regions of terrain with dynamic attributes and to handle many clients simultaneously. To achieve these goals, we present two models of distributed dynamic-terrain databases, which we're utilizing the resources of a high-performance computing cluster (HPCC) to prototype. The first model breaks the terrain into mutually exclusive pieces, which are distributed among compute nodes, while the second model uses total terrain-data replication across multiple compute nodes. We compare the advantages and disadvantages of each model and discuss optimization techniques for each.
physically based simulation, distributed VR, PC clusters, training, military applications
Pavel Babenko, Brian Goldiez, Christopher Ellis, Glenn A. Martin, "Dynamic Terrain for Multiuser Real-Time Environments", IEEE Computer Graphics and Applications, vol.30, no. 1, pp. 80-84, January/February 2010, doi:10.1109/MCG.2010.5
1. C. Lisle et al., "Architectures for Dynamic Terrain and Dynamic Environments in Distributed Interactive Simulation," Proc. 10th Distributed Interactive Simulation Workshop on Standards for the Interoperability of Defense Simulations, vol. 2, Institute for Simulation and Training, 1994, pp. 88–106.
2. C. Ellis, P. Babenko, and B. Goldiez, "Distributed Dynamic Terrain in a High-Performance Computing Cluster Environment," 2009;
3. L. Lamport, Generalized Consensus and Paxos, tech. report MSR-TR-2005-33, Microsoft Research, 2005.
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