Decoupled Edge Physics Algorithms for Collaborative XR Simulations.

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Title: Decoupled Edge Physics Algorithms for Collaborative XR Simulations.
Authors: Kokiadis, George1,2,3 (AUTHOR), Protopsaltis, Antonis3,4 (AUTHOR) aprotopsaltis@uowm.gr, Morfiadakis, Michalis2,3 (AUTHOR), Lydatakis, Nick1,2,3 (AUTHOR), Papagiannakis, George1,2,3 (AUTHOR)
Source: Computer Animation & Virtual Worlds. Oct2024, Vol. 35 Issue 6, p1-13. 13p.
Subjects: Clifford algebras, Computational physics, Algorithms, Architectural firms, User experience, Engines
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. [ABSTRACT FROM AUTHOR]
Copyright of Computer Animation & Virtual Worlds is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: Decoupled Edge Physics Algorithms for Collaborative XR Simulations.
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  Data: <searchLink fieldCode="JN" term="%22Computer+Animation+%26+Virtual+Worlds%22">Computer Animation & Virtual Worlds</searchLink>. Oct2024, Vol. 35 Issue 6, p1-13. 13p.
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  Data: <searchLink fieldCode="DE" term="%22Clifford+algebras%22">Clifford algebras</searchLink><br /><searchLink fieldCode="DE" term="%22Computational+physics%22">Computational physics</searchLink><br /><searchLink fieldCode="DE" term="%22Algorithms%22">Algorithms</searchLink><br /><searchLink fieldCode="DE" term="%22Architectural+firms%22">Architectural firms</searchLink><br /><searchLink fieldCode="DE" term="%22User+experience%22">User experience</searchLink><br /><searchLink fieldCode="DE" term="%22Engines%22">Engines</searchLink>
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  Data: 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 FROM AUTHOR]
– Name: AbstractSuppliedCopyright
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  Data: <i>Copyright of Computer Animation & Virtual Worlds is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Value: 10.1002/cav.2294
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        Text: English
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        PageCount: 13
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      – SubjectFull: Clifford algebras
        Type: general
      – SubjectFull: Computational physics
        Type: general
      – SubjectFull: Algorithms
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      – SubjectFull: Architectural firms
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      – SubjectFull: User experience
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      – SubjectFull: Engines
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      – TitleFull: Decoupled Edge Physics Algorithms for Collaborative XR Simulations.
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            NameFull: Kokiadis, George
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            NameFull: Protopsaltis, Antonis
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            NameFull: Morfiadakis, Michalis
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            NameFull: Lydatakis, Nick
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            NameFull: Papagiannakis, George
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            – D: 01
              M: 10
              Text: Oct2024
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              Y: 2024
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