Decoupled Edge Physics Algorithms for Collaborative XR Simulations
ABSTRACT This work proposes a novel approach to transform any modern game engine pipeline, for optimized performance and enhanced user experiences in extended reality (XR) environments decoupling the physics engine from the game engine pipeline and using a client‐server N−1$$ N-1 $$ architecture cre...
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Published in | Computer animation and virtual worlds Vol. 35; no. 6 |
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Main Authors | , , , , |
Format | Journal Article |
Language | English |
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Chichester
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01.11.2024
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Online Access | Get full text |
ISSN | 1546-4261 1546-427X |
DOI | 10.1002/cav.2294 |
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Abstract | ABSTRACT
This work proposes a novel approach to transform any modern game engine pipeline, for optimized performance and enhanced user experiences in extended reality (XR) environments decoupling the physics engine from the game engine pipeline and using a client‐server N−1$$ N-1 $$ architecture creates a scalable solution, efficiently serving multiple graphics clients on head‐mounted displays (HMDs) with a single physics engine on edge‐cloud infrastructure. This approach ensures better synchronization in multiplayer scenarios without introducing overhead in single‐player experiences, maintaining session continuity despite changes in user participation. Relocating the Physics Engine to an edge or cloud node reduces strain on local hardware, dedicating more resources to high‐quality rendering and unlocking the full potential of untethered HMDs. We present four algorithms that decouple the physics engine, increasing frame rates and Quality of Experience (QoE) in VR simulations, supporting advanced interactions, numerous physics objects, and multiuser sessions with over 100 concurrent users. Incorporating a Geometric Algebra interpolator reduces inter‐calls between dissected parts, maintaining QoE and easing network stress. Experimental validation, with more than 100 concurrent users, 10,000 physics objects, and softbody simulations, confirms the technical viability of the proposed architecture, showcasing transformative capabilities for more immersive and collaborative XR applications without compromising performance.
Amphitheatrically placed 100 VR users around the patient. |
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AbstractList | This work proposes a novel approach to transform any modern game engine pipeline, for optimized performance and enhanced user experiences in extended reality (XR) environments decoupling the physics engine from the game engine pipeline and using a client‐server architecture creates a scalable solution, efficiently serving multiple graphics clients on head‐mounted displays (HMDs) with a single physics engine on edge‐cloud infrastructure. This approach ensures better synchronization in multiplayer scenarios without introducing overhead in single‐player experiences, maintaining session continuity despite changes in user participation. Relocating the Physics Engine to an edge or cloud node reduces strain on local hardware, dedicating more resources to high‐quality rendering and unlocking the full potential of untethered HMDs. We present four algorithms that decouple the physics engine, increasing frame rates and Quality of Experience (QoE) in VR simulations, supporting advanced interactions, numerous physics objects, and multiuser sessions with over 100 concurrent users. Incorporating a Geometric Algebra interpolator reduces inter‐calls between dissected parts, maintaining QoE and easing network stress. Experimental validation, with more than 100 concurrent users, 10,000 physics objects, and softbody simulations, confirms the technical viability of the proposed architecture, showcasing transformative capabilities for more immersive and collaborative XR applications without compromising performance. This work proposes a novel approach to transform any modern game engine pipeline, for optimized performance and enhanced user experiences in extended reality (XR) environments decoupling the physics engine from the game engine pipeline and using a client‐server N−1$$ N-1 $$ architecture creates a scalable solution, efficiently serving multiple graphics clients on head‐mounted displays (HMDs) with a single physics engine on edge‐cloud infrastructure. This approach ensures better synchronization in multiplayer scenarios without introducing overhead in single‐player experiences, maintaining session continuity despite changes in user participation. Relocating the Physics Engine to an edge or cloud node reduces strain on local hardware, dedicating more resources to high‐quality rendering and unlocking the full potential of untethered HMDs. We present four algorithms that decouple the physics engine, increasing frame rates and Quality of Experience (QoE) in VR simulations, supporting advanced interactions, numerous physics objects, and multiuser sessions with over 100 concurrent users. Incorporating a Geometric Algebra interpolator reduces inter‐calls between dissected parts, maintaining QoE and easing network stress. Experimental validation, with more than 100 concurrent users, 10,000 physics objects, and softbody simulations, confirms the technical viability of the proposed architecture, showcasing transformative capabilities for more immersive and collaborative XR applications without compromising performance. ABSTRACT This work proposes a novel approach to transform any modern game engine pipeline, for optimized performance and enhanced user experiences in extended reality (XR) environments decoupling the physics engine from the game engine pipeline and using a client‐server N−1$$ N-1 $$ architecture creates a scalable solution, efficiently serving multiple graphics clients on head‐mounted displays (HMDs) with a single physics engine on edge‐cloud infrastructure. This approach ensures better synchronization in multiplayer scenarios without introducing overhead in single‐player experiences, maintaining session continuity despite changes in user participation. Relocating the Physics Engine to an edge or cloud node reduces strain on local hardware, dedicating more resources to high‐quality rendering and unlocking the full potential of untethered HMDs. We present four algorithms that decouple the physics engine, increasing frame rates and Quality of Experience (QoE) in VR simulations, supporting advanced interactions, numerous physics objects, and multiuser sessions with over 100 concurrent users. Incorporating a Geometric Algebra interpolator reduces inter‐calls between dissected parts, maintaining QoE and easing network stress. Experimental validation, with more than 100 concurrent users, 10,000 physics objects, and softbody simulations, confirms the technical viability of the proposed architecture, showcasing transformative capabilities for more immersive and collaborative XR applications without compromising performance. Amphitheatrically placed 100 VR users around the patient. |
Author | Protopsaltis, Antonis Morfiadakis, Michalis Kokiadis, George Papagiannakis, George Lydatakis, Nick |
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Cites_doi | 10.1109/NetGames.2015.7382990 10.1007/978-3-031-46235-1_12 10.1109/CloudNet53349.2021.9657125 10.1007/s00006-022-01253-9 10.1109/MCG.2023.3242686 10.1109/GLOCOM.2017.8254635 10.1109/ACCESS.2022.3205120 10.1109/ICC.2018.8422518 10.54287/gujsa.1338594 10.1145/3429441 10.1109/TVCG.2021.3067757 10.1145/3117811.3117815 10.3390/electronics12112452 |
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References | 2019 2023; 10 2023; 43 2018 2021; 27 2022; 10 2014 2023; 33 2023; 12 2021 2020 2021; 17 Protopsaltis A. (e_1_2_11_2_1) 2020 Newman S. (e_1_2_11_9_1) 2021 e_1_2_11_10_1 e_1_2_11_21_1 e_1_2_11_20_1 Newman S. (e_1_2_11_12_1) 2019 e_1_2_11_14_1 e_1_2_11_13_1 Gregory J. (e_1_2_11_3_1) 2018 e_1_2_11_8_1 e_1_2_11_11_1 e_1_2_11_22_1 e_1_2_11_7_1 e_1_2_11_18_1 e_1_2_11_6_1 e_1_2_11_17_1 e_1_2_11_5_1 e_1_2_11_16_1 e_1_2_11_4_1 e_1_2_11_15_1 Nystrom R. (e_1_2_11_19_1) 2014 |
References_xml | – volume: 17 start-page: 1 issue: 2 year: 2021 end-page: 24 article-title: Multi‐Tier Cloudvr: Leveraging Edge Computing in Remote Rendered Virtual Reality publication-title: ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) – volume: 27 start-page: 2691 issue: 5 year: 2021 end-page: 2701 article-title: Quality of Service Impact on Edge Physics Simulations for VR publication-title: IEEE Transactions on Visualization and Computer Graphics – volume: 33 start-page: 6 issue: 1 year: 2023 article-title: Less is More: Efficient Networked VR Transformation Handling Using Geometric Algebra publication-title: Advances in Applied Clifford Algebras – volume: 10 start-page: 310 issue: 3 year: 2023 end-page: 326 article-title: Edge Computing for Computer Games by Offloading Physics Computation publication-title: Gazi University Journal of Science Part A: Engineering and Innovation – volume: 12 start-page: 2452 issue: 11 year: 2023 article-title: Computing Offloading Strategy in Mobile Edge Computing Environment: A Comparison Between Adopted Frameworks, Challenges, and Future Directions publication-title: Electronics – year: 2018 – year: 2019 – volume: 43 start-page: 43 issue: 2 year: 2023 end-page: 56 article-title: MAGES 4.0: Accelerating the World's Transition to VR Training and Democratizing the Authoring of the Medical Metaverse publication-title: IEEE Computer Graphics and Applications – volume: 10 start-page: 95892 year: 2022 end-page: 95907 article-title: Edge‐Computing‐Assisted Virtual Reality Computation Offloading: An Empirical Study publication-title: IEEE Access – year: 2014 – start-page: 1 year: 2020 end-page: 4 – year: 2021 – ident: e_1_2_11_4_1 doi: 10.1109/NetGames.2015.7382990 – ident: e_1_2_11_14_1 doi: 10.1007/978-3-031-46235-1_12 – volume-title: Game Programming Patterns year: 2014 ident: e_1_2_11_19_1 – volume-title: Game Engine Architecture year: 2018 ident: e_1_2_11_3_1 – ident: e_1_2_11_20_1 – volume-title: Monolith to Microservices: Evolutionary Patterns to Transform Your Monolith year: 2019 ident: e_1_2_11_12_1 – ident: e_1_2_11_13_1 doi: 10.1109/CloudNet53349.2021.9657125 – ident: e_1_2_11_10_1 – ident: e_1_2_11_21_1 doi: 10.1007/s00006-022-01253-9 – ident: e_1_2_11_22_1 doi: 10.1109/MCG.2023.3242686 – ident: e_1_2_11_8_1 doi: 10.1109/GLOCOM.2017.8254635 – volume-title: Building Microservices year: 2021 ident: e_1_2_11_9_1 – ident: e_1_2_11_11_1 – ident: e_1_2_11_5_1 doi: 10.1109/ACCESS.2022.3205120 – ident: e_1_2_11_15_1 doi: 10.1109/ICC.2018.8422518 – ident: e_1_2_11_18_1 doi: 10.54287/gujsa.1338594 – ident: e_1_2_11_6_1 doi: 10.1145/3429441 – ident: e_1_2_11_17_1 doi: 10.1109/TVCG.2021.3067757 – start-page: 1 volume-title: Encyclopedia of Computer Graphics and Games year: 2020 ident: e_1_2_11_2_1 – ident: e_1_2_11_7_1 doi: 10.1145/3117811.3117815 – ident: e_1_2_11_16_1 doi: 10.3390/electronics12112452 |
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This work proposes a novel approach to transform any modern game engine pipeline, for optimized performance and enhanced user experiences in extended... This work proposes a novel approach to transform any modern game engine pipeline, for optimized performance and enhanced user experiences in extended reality... |
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SubjectTerms | Algorithms client server architecture Collaboration collaborative interaction Decoupling extended reality game physics engines Physics Simulation Synchronism User experience |
Title | Decoupled Edge Physics Algorithms for Collaborative XR Simulations |
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