Book description
Networked Graphics 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. It 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.- 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
Table of contents
- Cover image
- Table of Contents
- Copyright
- 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. Reflection
- 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
- Index
Product information
- Title: Networked Graphics
- Author(s):
- Release date: October 2009
- Publisher(s): Morgan Kaufmann
- ISBN: 9780080922232
You might also like
book
Non-Photorealistic Computer Graphics
Even as developments in photorealistic computer graphics continue to affect our work and leisure activities, practitioners …
book
Point-Based Graphics
The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. …
article
Have ChatGPT Ask You Questions
ChatGPT Shortcuts shows future prompt engineers how to harness the full potential of the state-of-the-art AI …
video
GenAI Essentials for Everyone - Overview
Our team of experts has hand-selected and organized the most crucial concepts and practical applications of …