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.

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.

Readership

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

Table of Contents

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-S

Details

No. of pages:
536
Language:
English
Copyright:
© 2009
Published:
Imprint:
Morgan Kaufmann
eBook ISBN:
9780080922232
Print ISBN:
9780123744234

About the authors

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