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...

Full description

Saved in:
Bibliographic Details
Published inComputer animation and virtual worlds Vol. 35; no. 6
Main Authors Kokiadis, George, Protopsaltis, Antonis, Morfiadakis, Michalis, Lydatakis, Nick, Papagiannakis, George
Format Journal Article
LanguageEnglish
Published Chichester Wiley Subscription Services, Inc 01.11.2024
Subjects
Online AccessGet full text
ISSN1546-4261
1546-427X
DOI10.1002/cav.2294

Cover

Loading…
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.
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
Author_xml – sequence: 1
  givenname: George
  surname: Kokiadis
  fullname: Kokiadis, George
  organization: ORamaVR S.A
– sequence: 2
  givenname: Antonis
  orcidid: 0000-0002-5670-1151
  surname: Protopsaltis
  fullname: Protopsaltis, Antonis
  email: aprotopsaltis@uowm.gr
  organization: University of Western Macedonia
– sequence: 3
  givenname: Michalis
  surname: Morfiadakis
  fullname: Morfiadakis, Michalis
  organization: ORamaVR S.A
– sequence: 4
  givenname: Nick
  surname: Lydatakis
  fullname: Lydatakis, Nick
  organization: ORamaVR S.A
– sequence: 5
  givenname: George
  surname: Papagiannakis
  fullname: Papagiannakis, George
  organization: ORamaVR S.A
BookMark eNp10F1LwzAUBuAgE9ym4E8IeONNZ5KmaXs566bCQPGL3YV8bh1ZM5N1sn9v58Q7r8458PAeeAeg1_jGAHCJ0QgjRG6U2I0IKekJ6OOMsoSSfN772xk-A4MYV51kBKM-uL0zyrcbZzSc6IWBz8t9rFWEY7fwod4u1xFaH2DlnRPSB7GtdwbOX-BrvW5dd_kmnoNTK1w0F79zCN6nk7fqIZk93T9W41miSEZpQpXUpaSFVUgzTQuNC6t1jrUkTFshhSiyVDORktwaZk0mJCsKaWhpciQwTofg6pi7Cf6zNXHLV74NTfeSp5jmKUIlTjt1fVQq-BiDsXwT6rUIe44RPzTEu4b4oaGOJkf6VTuz_9fxavzx478BR1FpbQ
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
ContentType Journal Article
Copyright 2024 John Wiley & Sons Ltd.
2024 John Wiley & Sons, Ltd.
Copyright_xml – notice: 2024 John Wiley & Sons Ltd.
– notice: 2024 John Wiley & Sons, Ltd.
DBID AAYXX
CITATION
7SC
8FD
JQ2
L7M
L~C
L~D
DOI 10.1002/cav.2294
DatabaseName CrossRef
Computer and Information Systems Abstracts
Technology Research Database
ProQuest Computer Science Collection
Advanced Technologies Database with Aerospace
Computer and Information Systems Abstracts – Academic
Computer and Information Systems Abstracts Professional
DatabaseTitle CrossRef
Computer and Information Systems Abstracts
Technology Research Database
Computer and Information Systems Abstracts – Academic
Advanced Technologies Database with Aerospace
ProQuest Computer Science Collection
Computer and Information Systems Abstracts Professional
DatabaseTitleList CrossRef
Computer and Information Systems Abstracts

DeliveryMethod fulltext_linktorsrc
Discipline Visual Arts
Physics
EISSN 1546-427X
EndPage n/a
ExternalDocumentID 10_1002_cav_2294
CAV2294
Genre article
GrantInformation_xml – fundername: Innosuisse ‐ Schweizerische Agentur für Innovationsförderung
  funderid: PFSA‐22‐240
– fundername: European Commission
  funderid: 101016509(CHARITY); 101096146(FIDAL)
GroupedDBID .3N
.4S
.DC
.GA
.Y3
05W
0R~
10A
1L6
1OC
29F
31~
33P
3SF
3WU
4.4
50Y
50Z
51W
51X
52M
52N
52O
52P
52S
52T
52U
52W
52X
5GY
5VS
66C
6J9
702
7PT
8-0
8-1
8-3
8-4
8-5
930
A03
AAESR
AAEVG
AAHHS
AAHQN
AAMNL
AANHP
AANLZ
AAONW
AASGY
AAXRX
AAYCA
AAZKR
ABCQN
ABCUV
ABEML
ABIJN
ABPVW
ACAHQ
ACBWZ
ACCFJ
ACCZN
ACGFS
ACPOU
ACRPL
ACSCC
ACXBN
ACXQS
ACYXJ
ADBBV
ADEOM
ADIZJ
ADKYN
ADMGS
ADNMO
ADOZA
ADXAS
ADZMN
ADZOD
AEEZP
AEIGN
AEIMD
AENEX
AEQDE
AEUQT
AEUYR
AFBPY
AFFPM
AFGKR
AFPWT
AFWVQ
AFZJQ
AHBTC
AITYG
AIURR
AIWBW
AJBDE
AJXKR
ALMA_UNASSIGNED_HOLDINGS
ALUQN
ALVPJ
AMBMR
AMYDB
ARCSS
ASPBG
ATUGU
AUFTA
AVWKF
AZBYB
AZFZN
AZVAB
BAFTC
BDRZF
BFHJK
BHBCM
BMNLL
BROTX
BRXPI
BY8
CS3
D-E
D-F
DCZOG
DPXWK
DR2
DRFUL
DRSTM
DU5
EBS
EDO
EJD
F00
F01
F04
F5P
FEDTE
G-S
G.N
GNP
GODZA
HF~
HGLYW
HHY
HVGLF
HZ~
I-F
ITG
ITH
IX1
J0M
JPC
KQQ
LATKE
LAW
LC2
LC3
LEEKS
LH4
LITHE
LOXES
LP6
LP7
LUTES
LW6
LYRES
MEWTI
MK4
MRFUL
MRSTM
MSFUL
MSSTM
MXFUL
MXSTM
N9A
NF~
O66
O9-
OIG
P2W
P4D
PQQKQ
Q.N
Q11
QB0
QRW
R.K
ROL
RWI
RX1
RYL
SUPJJ
TN5
TUS
UB1
V2E
V8K
W8V
W99
WBKPD
WIH
WIK
WQJ
WRC
WXSBR
WYISQ
WZISG
XG1
XV2
~IA
~WT
AAYXX
ADMLS
AGHNM
AGQPQ
AGYGG
CITATION
1OB
7SC
8FD
AAMMB
AEFGJ
AGXDD
AIDQK
AIDYY
JQ2
L7M
L~C
L~D
ID FETCH-LOGICAL-c2544-4cbd9b48fc0d6d48d18fdd71db26dfabaa853d6a327fe6fe5ab688be49e70a113
IEDL.DBID DR2
ISSN 1546-4261
IngestDate Wed Aug 13 09:52:48 EDT 2025
Tue Jul 01 02:42:24 EDT 2025
Wed Jan 22 17:13:59 EST 2025
IsPeerReviewed true
IsScholarly true
Issue 6
Language English
LinkModel DirectLink
MergedId FETCHMERGED-LOGICAL-c2544-4cbd9b48fc0d6d48d18fdd71db26dfabaa853d6a327fe6fe5ab688be49e70a113
Notes ObjectType-Article-1
SourceType-Scholarly Journals-1
ObjectType-Feature-2
content type line 14
ORCID 0000-0002-5670-1151
PQID 3147300913
PQPubID 2034909
PageCount 13
ParticipantIDs proquest_journals_3147300913
crossref_primary_10_1002_cav_2294
wiley_primary_10_1002_cav_2294_CAV2294
ProviderPackageCode CITATION
AAYXX
PublicationCentury 2000
PublicationDate November/December 2024
2024-11-00
20241101
PublicationDateYYYYMMDD 2024-11-01
PublicationDate_xml – month: 11
  year: 2024
  text: November/December 2024
PublicationDecade 2020
PublicationPlace Chichester
PublicationPlace_xml – name: Chichester
PublicationTitle Computer animation and virtual worlds
PublicationYear 2024
Publisher Wiley Subscription Services, Inc
Publisher_xml – name: Wiley Subscription Services, Inc
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
SSID ssj0026210
Score 2.361564
Snippet ABSTRACT 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...
SourceID proquest
crossref
wiley
SourceType Aggregation Database
Index Database
Publisher
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
URI https://onlinelibrary.wiley.com/doi/abs/10.1002%2Fcav.2294
https://www.proquest.com/docview/3147300913
Volume 35
hasFullText 1
inHoldings 1
isFullTextHit
isPrint
link http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwnZ3PS8MwFMeD7KQHf4vTKRHEW7c2TZPuOOfG8OBhujHwUPJzDveLtd3Bv96kPzYVBPFUaJPSvrzX9015-QSAW48HmjJJHSPehYMpFU7Iie8oKhHjmgoTUrba4on0BvhxFIyKqkq7FibnQ2x-uNnIyL7XNsAZjxtbaKhg6zpCTYsCtaVaVg_1N-QoRFAOIggwcewsoeTOuqhRdvyeibby8qtIzbJM9wC8ls-XF5e819OE18XHD3Tj_17gEOwX4hO2cm85Ajtqfgz2hpM4zc_GJ-D-wcxH0-VUSdiRYwWzClERw9Z0vFhNkrdZDI3Mhe2t-6wVHPXh82RWbAQWn4JBt_PS7jnFPguOsIAyBwsumxyHWriSSBxKL9RSUk9yRKRmnDGT0yVhPqJaEa0CxkkYcoWbirrM8_wzUJkv5uocQCoVo76nMDaXXR4wZBKkJY9SxpH2eRXclDaPljlOI8rBySgy9oisPaqgVg5GVARUHPketmR9c6squMus-mv_qN0a2uPFXxtegl1kpEq-wrAGKskqVVdGaiT8OnOqTxZp0Rk
linkProvider Wiley-Blackwell
linkToHtml http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwnZ3PT8IwFMdfFA_qwd9GFLUmxtuQdV074gkRgz8PCIaDydJfQ6ICYcDBv952Y6ImJsbTkm1d1rf39r5t2s8DOHaFHzGumGPEu3QIY9IJBPUczRTmImLShJRdbXFP6y1y3fbbc3CW7YVJ-RCfE242MpL_tQ1wOyF9OqOGSj4pYlwm87BgC3on46nGJzsKU5yiCHxCHTtOyMizJXyatfyei2YC86tMTfLM5So8ZW-YLi95KY5Hoijff8Ab_9mFNViZ6k9USR1mHeZ0bwOWH7vxOD0bb8L5hRmSjgevWqGa6miULBKVMaq8dvrD7uj5LUZG6aLqzIMmGrUb6KH7Nq0FFm9B67LWrNadaakFR1pGmUOkUGVBgkiWFFUkUG4QKcVcJTBVERecm7SuKPcwizSNtM8FDQKhSVmzEnddbxtyvX5P7wBiSnPmuZoQc7kkfI5NjrTwUcYFjjyRh6PM6OEgJWqEKTsZh8YeobVHHgrZ1winMRWHnkssXN88Kg8niVl_bR9WK4_2uPvXGw9hsd68uw1vr-5v9mAJG-WSbjgsQG40HOt9ozxG4iDxsA8vBdU0
linkToPdf http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwnZ1bS8MwFMcPXkD0wbs4nRpBfOts0zTpHufm8IaINwY-lFx1qHPYbQ9-epNenAqC-FRok9KenNPzTzn5BWAvEJFhXDHPinfpEcakFwsaepopzIVh0oaUq7a4oMe35LQTdYqqSrcWJudDfP5wc5GRfa9dgPeVORhDQyUf1TCuk0mYJtSPnUe3rj7RUZjinEQQEeq5aUIJnvXxQdnzeyoa68uvKjVLM-0FuC8fMK8ueaoNB6Im33-wG__3BoswX6hP1MjdZQkmdG8Z5u666TA_m67AYctOSIf9Z63QkXrQKCsRlSlqPD-8vnUHjy8psjoXNcf-M9Koc4Wuuy_FTmDpKty2j26ax16x0YInHaHMI1KouiCxkb6iisQqiI1SLFACU2W44NwmdUV5iJnR1OiICxrHQpO6Zj4PgnANpnqvPb0OiCnNWRhoQuxlX0Qc2wzp0KOMC2xCUYHd0uZJP-dpJDk5GSfWHomzRwWq5WAkRUSlSRgQh9a3t6rAfmbVX_snzcadO278teEOzFy22sn5ycXZJsxiK1vy1YZVmBq8DfWWlR0DsZ351wfx4tPs
openUrl ctx_ver=Z39.88-2004&ctx_enc=info%3Aofi%2Fenc%3AUTF-8&rfr_id=info%3Asid%2Fsummon.serialssolutions.com&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.atitle=Decoupled+Edge+Physics+Algorithms+for+Collaborative+XR+Simulations&rft.jtitle=Computer+animation+and+virtual+worlds&rft.au=Kokiadis%2C+George&rft.au=Protopsaltis%2C+Antonis&rft.au=Morfiadakis%2C+Michalis&rft.au=Lydatakis%2C+Nick&rft.date=2024-11-01&rft.pub=Wiley+Subscription+Services%2C+Inc&rft.issn=1546-4261&rft.eissn=1546-427X&rft.volume=35&rft.issue=6&rft_id=info:doi/10.1002%2Fcav.2294&rft.externalDBID=NO_FULL_TEXT
thumbnail_l http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/lc.gif&issn=1546-4261&client=summon
thumbnail_m http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/mc.gif&issn=1546-4261&client=summon
thumbnail_s http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/sc.gif&issn=1546-4261&client=summon