Distributed Unity Applications
There is a need for rapid prototyping tools for large, high-resolution displays (LHRDs) in both scientific and commercial domains. That is, the area of LHRDs is still poorly explored and possesses no established standards, thus developers have to experiment a lot with new interaction and visualization concepts. Therefore, a rapid prototyping tool for LHRDs has to undertake two functions: ease the process of application development, and make an application runnable on a broad range of LHRD setups. The latter comprises a challenge, since most LHRDs are driven by multiple compute nodes and require distributed applications.
Unity engine became a popular tool for rapid prototyping, since it eases the development process by means of a visual scene editor, animation libraries, input device libraries, graphical user interface libraries etc. However, it will charge developers with a high fee in order to make an application LHRD compatible. In our previous work, we developed an extension for Unity engine that allows to run Unity applications on LHRDs.
In this work we consider different static vs. dynamic camera/world conditions of distributed applications; and propose and evaluate different Unity specific approaches within the scope of 2D and 3D applications for these scenarios. The primary focus of the evaluation lays on world state synchronization, which is a common issue in distributed applications.
KeywordsUnity Distributed rendering Large, high-resolution displays
- 4.Neal, B., Hunkin, P., McGregor, A.: Distributed OpenGL rendering in network bandwidth constrained environments. In: Eurographics Symposium on Parallel Graphics and Visualization (2011)Google Scholar
- 6.Jeong, B., Renambot, L., Jagodic, R., Singh, R., Aguilera, J., Johnson, A., Leigh, J.: High-performance dynamic graphics streaming for scalable adaptive graphics environment. In: SC 2006 Conference, Proceedings of the ACM/IEEE, pp. 24–24. IEEE (2006)Google Scholar
- 9.Sigitov, A., Roth, T., Mannuss, F., Hinkenjann, A.: DRiVE: an example of distributed rendering in virtual environments. In: 6th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS), pp. 33–40. IEEE (2013)Google Scholar
- 10.Chalmers, A., Davis, T., Reinhard, E. (eds.): Practical parallel rendering. AK Peters, Natick (2002)Google Scholar