Architecture & Performance Community Place case study Presented by u4068413 Jin Hyung, SEO.
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Transcript of Architecture & Performance Community Place case study Presented by u4068413 Jin Hyung, SEO.
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Architecture & Performance
Community Place case studyPresented by
u4068413Jin Hyung, SEO
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Contents Introduction Architectural Possibilities Basic CP System Server Scalability Architectural features of current CP Performance Issue Distributed Architecture Conclusion
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Introduction Aim : infrastructure that will allow many
users to participate in a shared, interactive 3D world
Large scale system capable of supporting many geographically dispersed users, interconnected through low bandwidth, high latency communication links
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Possible System Architecture
Client–Server Architectures : simplest method of building a distributed system
Peer to Peer Systems : each client maintains a copy of data
Hybrid Systems : merge client-server and peer to peer model
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CP System Architecture Ⅰ
Server Manager Dynamic data
WWW
browserCP browser
Client System (PC)
WWW
browserCP browser
Client System (PC)
WWW server (httpd)
Application Object (AO)VSAP
VSCP
VSCPHTTP
Basic CP Architecture
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CP System Architecture Ⅱ Browser
Works in conjunction with a HTML browser Loads the 3D data file (in VRML 2.0 format) Contacts the server via the VSCP that runs above IP CP browser supports the VRML2.0 standard and uses
Java as its scripting language
Browser-server communicationVSCP (Virtual Society Communication Protocol) :
Efficient communication of 3D scene transformation Open-ended support for script specific message
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CP System Architecture Ⅲ
Server Position tracker and message forwarder
Role : Manage the state of Object on behalf of
connected users Carry out a similar function for any script level
messages that are generated by a browser as a result of user interaction
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Application Programming Models Ⅰ
SSS (Simple Shared Script) Model Small shared applications in the 3D world Master browser
AO (Application Object) Model More complicated application VSAP (Virtual Society Application Protocol) Dynamic addition of VRML data and associated
scripts to an existing scene Commercial environment
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Application Programming Models Ⅱ
CP Browser
CP Browser
CP Browser
CP Browser
Server Aura Manager Dynamic data Server Aura
Manager Dynamic data
Simple Shared Script Application Object
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Application
Object (AO)
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Scaleability For scalability in large application….
Static scene data is downloaded initially as part of the VRML file while dynamic data can be managed using local scripts plus message passing
Offload some processing into the client browser using the local scripting facility
Sophisticated applications can be managed by external processes and can use the local script to manage local updates in individual browsers
Limit the number of messages needed between browsers
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Spatial Areas of Interest
Area of application can be divided into several groups
Aura manager is responsible for defining groups of spatially co-located objects
Each objects in the same group are maintained consistent together
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Feature of CP Architecture Total state of the shared VRML scene is
split between VRML data managed at the clients and data managed by the server since server is responsible for maintaining the location and some attribute data belong to client (ex> avatar data)
By pushing data out to clients : Reduce server load Increase performance
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Server Performance Ⅰ
Sony workstation
Sun Sparc SGI Indigo2
Sony NEWS
Client
Server
Server Performance Experiment Environment
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Server Performance Ⅱ CPU load with the number of connection
Sony and SGI are comparable and Sun 10% more powerful At 30% CPU idle time, Sony - 400 connections, SGI - 425
connections while Sun - 520 connections
Network Traffic Sony & SGI support a maximum 500 connections before
network performance tails off while Sun does almost 630 connection
AURASIZE & MAXINAURA Increasing the MAXINAURA will lead to a growth in traffic The interplay with the AURASIZE is less clear
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Browser Performance Event processing cost within the browser
cost of this execution path is 0.99 ms (averaged over 3000 runs)
Cost of basic networking function average cost of 6.48 ms (repeated 3000
times)
Application message cost SSS model is more costly and sensitive to
server load
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Distributed Architecture Ⅰ
WWW
browser
CP browser
Client System (PC)
Client System (PC)
Client System (PC)
WWW
browser
CP browser
WWW
browser
CP browser
User 1
User 2
User 3
VSCP
VSCP
VSCP
Multicast based
Group comms.
Replica of
Data item
Master copy
Of data item
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Distributed Architecture Ⅱ Spatial model is used exactly as in
the single server case
It partitions the database into groups of spatially co-located objects who manage their consistency using a group communication model
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Conclusion Most important goal of the CP project
has been to provide an infrastructure that allows easy creation of such spaces, within a familiar framework, the WWW
Scaling and performance issue should be always considered to support large numbers of users and more complicated scenes
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Related Works
WWW and using full 3D shared space
Cybergate system (Blacksun Inc.) Moondo Pueblo Project (Chaco
Communication)
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Q & A