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Networked Graphics
 
 

Networked Graphics, 1st Edition

Building Networked Games and Virtual Environments

 
Networked Graphics, 1st Edition,Anthony Steed,Manuel Oliveira,ISBN9780123744234
 
 
 

  &      

Morgan Kaufmann

9780123744234

9780080922232

536

235 X 191

A comprehensive tutorial that teaches programmers and students everything they need to know to create truly network-enabled computer graphics and games.

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Key Features

  • Everything designers need to know when developing networked graphics and games is covered in one volume - no need to consult multiple sources.
  • The many examples throughout the text feature real simulation code in C++ and Java that developers can use in their own design experiments.
  • Case studies describing real-world systems show how requirements and constraints can be managed.

Description

This broad-ranging book equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet.

The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs.

Readership

Graphics and games programmers and developers, virtual environments developers, academic researchers, upper-level undergrad and graduate students in Computer Graphics and Games programs

Anthony Steed

Anthony Steed is a Professor at University College London. His research interests are in collaborative virtual environments, immersive virtual reality, interaction, and human animation. He has over 110 refereed conference and journal papers to date. He was program chair of the 2007, 2008, and 2009 IEEE Virtual Reality conferences. For part of the academic year 2006 - 2007 he was on sabbatical to Electronic Arts in Guildford. He is also the director of the Engineering Doctorate Centre in Virtual Environment, Imaging, and Visualization.

Affiliations and Expertise

Professor, Department of Computer Science, University College London

Manuel Oliveira

Manuel Fradinho Oliveira is the research director of Cyntelix, and is responsible for the business development of seveal successful innovations. His research interests include collaborative virtual environments, immersive virtual reality, networked virtual environments, game design, human factors, and serious games. He has more than 70 refereed conference and journal publications to date. His PhD thesis focused on creating networked virtual environment systems, which yielded a patent addressing subjective network compensation techniques.

Affiliations and Expertise

Research Director, Cyntelix

Networked Graphics, 1st Edition

PART I GROUNDWORK

CHAPTER 1 Introduction

1 .1 What are NVEs and NGs?

1 .2 The Illusion of a Shared Virtual Environment

1 .3 Some History

1 .4 Scoping the Software Architecture

1 .5 Structure

CHAPTER 2 One on One (101)

2 .1 Boids

2 .2 Distributed Boids: Concepts

2 .3 Distributed Boids: Implementation

2 .4 Refl ection

CHAPTER 3 Overview of the Internet

3 .1 The Internet

3 .2 Application Layer

3 .3 Transport Layer

3 .4 Network Layer

3 .5 Link and Physical Layer

3 .6 Further Network Facilities

3 .7 Summary

CHAPTER 4 More Than Two

4 .1 Boids

4 .2 Simple Peer to Peer

4 .3 Peer to Peer with Master

4 .4 Peer to Peer with Rendezvous Server

4 .5 Client/Server

4 .6 Multicast

4 .7 Extensions

4 .8 Conclusions

PART II FOUNDATIONS

CHAPTER 5 Issues in Networking Graphics

5 .1 Architecture of the Individual System

5 .2 Role of the Network

5 .3 Initialization

5 .4 Server and Peer Responsibilities

5 .5 Critical and Noncritical

5 .6 Synchronized or Unsynchronized

5 .7 Ownership and Locking

5 .8 Persistency

5 .9 Latency and Bandwidth

5 .10 Conclusions

CHAPTER 6 Sockets and Middleware

6 .1 Role of Middleware

6 .2 Low-Level Socket APIs

6 .3 C and C Middleware for Networking

6 .4 Conclusion

CHAPTER 7 Middleware and Message-Based Systems

7 .1 Message-Based Systems

7 .2 DIS

7.3 X3D and DIS

7 .4 X3D, HawkNL and DIS

7 .5 Conclusions

CHAPTER 8 Middleware and Object-Sharing Systems

8 .1 Object-Sharing Systems

8 .2 RakNet

8 .3 Boids using Object-Sharing

8 .4 General Object-Sharing

8 .5 Ownership

8 .6 Scene-Graphs, Object-Sharing and Messages

8 .7 Conclusions

CHAPTER 9 Other Networking Components

9 .1 Remote Method Call

9 .2 DIVE

9 .3 System Architectures

9 .4 Conclusions

PART III REAL SYSTEMS

CHAPTER 10 Requirements

10 .1 Consistency

10 .2 Latency and Jitter

10 .3 Bandwidth

10 .4 State of the Internet

10 .5 Connectivity

10 .6 Case Study: Burnout ™ Paradise

10 .7 Conclusions

CHAPTER 11 Latency and Consistency

11 .1 Latency Impact

11 .2 Dumb Client and Lockstep Synchronization

11 .3 Conservative Simulations

11 .4 Time

11 .5 Optimistic Algorithms

11 .6 Client Predict Ahead

11 .7 Extrapolation Algorithms

11 .8 Interpolation, Playout Delays and Local Lag

11 .9 Local Perception Filters

11 .10 Revealing Latency

11 .11 Conclusions

CHAPTER 12 Scalability

12 .1 Service Architectures

12 .2 Overview of Interest Management

12 .3 Spatial Models

12 .4 Interest Specification and Interest Management

12 .5 Separating Interest Management from Network Architecture

12 .6 Server Partitioning

12 .7 Group Communication Services

12 .8 Peer to Peer

12 .9 Conclusions

CHAPTER 13 Application Support Issues

13 .1 Security and Cheating

13 .2 Binary Protocols and Compression

13 .3 Streaming

13 .4 Revisiting the Protocol Decision

13 .5 Persistent and Tiered Services

13 .6 Clusters

13 .7 Thin Clients

13 .8 Conclusions

 
 

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