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Distributed Virtual W orlds
Springer-Verlag Berlin Heidelberg GmbH
Stephan Diehl
Distributed
Virtual Worlds
Foundations and
Implementation Techniques
Using VRML, Java, and CORBA
Springer
Dr. Stephan Diehl
Department of Computer Science
University of Saarland
66041 Saarbrücken
Germany
[email protected]
This work is subject to copyright. All rights are reserved, whether the whole or part of
the material is concerned, specifically the rights of translation, reprinting, reuse of il-
lustrations, recitation, broadcasting, reproduction on microfilm or in any other way, and
storage in data banks. Duplication of this publication or parts thereof is permitted only
under the provisions oftheGerman copyright law of September 9, 1965, in its current
version, and permission for use must always be obtained from Springer-Verlag Berlin
Heidelberg GmbH. Violations are liable for prosecution under the German Copyright Law.
The use of general descriptive names, trademarks, etc. in this publication does not imply,
even in the absence of a specific statement, that such names are exempt from the relevant
protective laws and regulations and therefore free for general use.
Recently, with the success of Java and the existence of different interfaces be-
tween VRML and Java, it became possible to implement three-dimensional
internet applications on standard VRML browsers (Plugins) using Java. With
the widespread use of VRML-Browsers, e.g., as part of the Netscape Com-
municator and Microsoft's Internet Explorerstandard distributions, everyone
connected to the internet via a PC (and some other platforms) can directly
enter a virtual world without installing a new kind of software. The VRML
technology offers the basis for new forms of customer services, e.g., interactive
three-dimensional product configuration, spare part ordering, or customer
training. Also this technology can be used for CSCW in intranets.
This book has a theoretical and a practical part. The theoretical part is
intended more for teachers and researchers, while the practical part is in-
tended for web designers, programmers and students, who want to have both
a hands-on approach to implementing Web 3D applications and a technically
detailed overview of existing solutions for specific problems in this area.
The reader should have a good knowledge of programming languages and
computers in generaland should know Java or at least an object-oriented pro-
gramming language. The book not only provides and explains source code,
which can be used as a starting point for own implementations, but it also
describes the fundamental problems and how currently known solutions work
and discusses a variety of different techniques and trade-offs. Many illustra-
tions help the reader to understand and memorize the underlying principles.
Acknowledgments. This book evolved from lectures at the University of
Saarland and courses taught in industry. I want to thank all participants for
discussions and feedback. Andreas Kerren carefully read a draft version of
the book and provided constructive comments. Above all, I have to thank my
wife Christine - she has been very patient with me. While I spent weekends
in front of the computer, she had to take care of our two sons Luca and
Jean-Luc. This book is dedicated to them.
Saarbrücken, January 2001 Stephan Diehl
Contents
Part I. Introduction
1. Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.1 Peloton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.2 A Virtual Theater . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.3 Electronic Commerce . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2. Technical Aspects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
2.1 Terminology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
2.2 Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2.3 Technologies, Languages and Protocols.................... 9
3. User Perspective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.1 Applications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.2 Commercial and Experimental Virtual Worlds . . . . . . . . . . . . . 11
3.3 Navigation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
3.4 Communication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
3.5 Multi-User Worlds- The Future?......................... 16
9. Streaming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
9.1 Continuous Data Streams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
9.1.1 Compression..................................... 87
9.1.2 Streaming in Practice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
9.2 Continuous Data Streams in Distributed Virtual Worlds . . . . . 88
9.3 Relevant Internet Protocols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
9.3.1 Resource Reservation Protocol (RSVP) . . . . . . . . . . . . . 89
9.3.2 Real-Time Streaming Protocol (RTSP) . . . . . . . . . . . . . . 90
9.3.3 Real-Time Transport Protocol (RTP) . . . . . . . . . . . . . . . 91
9.4 Quality of Service for Streaming... . . . . . . . . . . . . . . . . . . . . . . . 93
9.4.1 Forward Error Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
9.4.2 Interarrival Jitter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
9.4.3 Combined Jitter and Error Control . . . . . . . . . . . . . . . . . 94
9.5 Spatial Hierarchical Compression . . . . . . . . . . . . . . . . . . . . . . . . . 96
9.6 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Introduction
1. Motivation
Before we dive into the technical aspects we present in this chapter three
very different examples of Distributed Virtual Worlds (DVW). The reader
will benefit throughout the book by thinking about how to use the described
techniques to implement one of the applications in this chapter.
1.1 Peloton
In February 1998 a system called Peloton [17] was presented at the Interna-
tional Conference on the Virtual Reality Modeling Language VRML'98. The
term "Peloton" stems from cycling and denotes the main group of cyclists
in a cycle race. Peloton was developed at Bell Laboratories, a research in-
stitute of Lucent Technologies. Peloton is a distributed cycling simulation, a
2.1 Terminology
Virtual worlds are computer-based models of three-dimensional spaces and
objects with restricted interaction. A user can move through a virtual world
and interact with those objects in various ways.
VRML [77, 14] is a file format for the specification of such spaces and
objects. A VRML file defines a scene gmph: by traversing the graph the
renderer (i.e. the algorithm which draws the scene onto the screen) computes
the appearance, geometry, position and orientation of each object in the
scene. VRML was designed to be platform independent and extensible, and it
should work with low-bandwidth connections. The major difference to other
3D-file formats is its use of URLs to include spaces and objects over the
www.
Behaviors are the dynamic changes of some properties of an object, as well
as the deletion and creation of objects and the modification of environmental
properties like gravity or light. Behaviors can be triggered by time, users or
programs.
A virtual world is distributed if active parts of it are spread throughout
different computers in a network. Developers of distributed virtual worlds
have to face both the problems of virtual reality and those of distributed
systems.
A multi-user world is a virtual world where several users can interact at
the same time. These users work at different computers which are intercon-
nected. In multi-user worlds the avatar plays a central role. An avatar is the
virtual representation of a user. It is put at the viewpoint of the user, i.e.,
the position in the virtual world from which the user looks at the scene. In a
single-user world the avatar is only used to detect collisions of the user and
those objects in the scene. In a multi-user world the avatar is also the visual
representation of the user, i.e. it determines how the user is seen by other
8 2. Technical Aspects
users. If a user moves his viewpoint, his avatar must also move in the views
of the others users. The term avatar comes from an Indian religion, where it
means god 's incarnation on earth.
The WWW has changed our way of perceiving the internet and its ser-
vices. They are brought to us as a cross-referenced book and we browse
through its pages. Multi-user worlds have the potential to change our view
again. They provide us with a new metaphor for the internet, its services and
its inhabitants- the users. They become objects in space, and for fast access
the user can tunnel from one point in space to another. One of the major
design goals of VRML was to allow for multiple users to act in a virtual world
at the same time. So far, this goal has not been achieved and there is not yet
a standard for the interaction of several users in a virtual world.
If interested, the reader might want to skip ahead and have a look at the
terminology introduced by Living Worlds in Beetion 7.3.2.
2.2 Requirements
From the examples in Chapter 1 one can deduce some technical requirements
for distributed, virtual worlds. Objects have a graphical representation, an
internal state and a behavior usually defined by program code. Such objects
have to be added or removed from a scene in real time, their behavior has
to be tracked in real time and their implementation has to be distributed
on different computers in the network. Some objects must be controlled by
other objects and objects must share information. If an imported object has
to become a permanent part of a scene, one must be able to store it including
its behavior on the scene server.
Further requirements result from security considerations, e.g., protecting
a scene from vandalism. An object can grant or deny access to its data and
behavior. For this purpose it could provide user rights. From this results
yet another requirement. The identity of users and their objects has to be
checked; this process is called authentification and cryptographic methods
play an important role here.
When several objects try to access a shared resource, a confiict arises.
Such confiicts can be avoided through transaction mechanisms or they can be
resolved by confiict solution strategies. Other requirements are those common
to distributed systems on the internet:
Low Bandwidth and Network Latency: On the internet the bandwidth
is in generallow and there is no guaranteed bandwidth. Network latency
is the amount of time it takes to deliver a message over the network.
To hide network latency a dient can, for example, perform speculative
computations or use buffering.
Heterogenity of Networks: Computers on the internetrundifferent oper-
ating systems. These operating systems often differ in the programming
2.3 Technologies, Languages and Protocols 9
li(!'loton ( 'hent
JSAI EAI
Script Applet
~
This is what this book is about , in particular Chapter 5 and Part III,
and is shown more clearly in Figure 2.2. In Part II we Iook at protocols,
spatial partitioning and streaming techniques, which are independent of a
particular implementation language and are designed to meet some of the
above requirements.
3. User Perspective
3.1 Applications
In the book A vatars! Bruce Damer looks from a user perspective at a variety
of multi-user worlds [22]. His book provides installation and usage informa-
tion, as well as anecdotes. Damer uses the term virtual worlds and delimits
it from virtual reality. Virtual reality is concerned with reproducing reality
true to life. Tothis end mostly expensive, specialized hardware is used, e.g.,
cyber-helmets and cyber-suits. In contrast, virtual worlds require less from
12 3. User Perspective
Representation Representation
Name of World of Avatars
The Palace 2D 2D
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Microsoft's Comic Chat 2D 2D
http://www.microsoft.com/ie/chat
Worlds Away 2D 2D
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Virtual Places 2D 2D
http://www.vplaces.com/vpnet
Worlds Chat 3D 2D
http://www.worlds.net
Microsoft's V-Chat 2D & 3D 2D
http://www.vchatl.microsoft.com
NTT's Interspace 3D 2D (Video)
http://www.ntts.com/interspace
Active Worlds 3D 3D
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Onlive! Traveler 3D 3D
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Oz Virtual 3D 3D
http://www.oz.com/zipvrml
VRML-based Virtual Worlds:
Blaxxun's Passport 3D 3D
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Mitsubishi Electric's Schmoozer 3D 3D
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Sony's Community Place 3D 3D
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Geometrek's Deep Matrix 3D 3D
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Vnet 3D 3D
http://ariadne.iz.net/-jeffs/vnet
3.2 Commercial and Experimental Virtual Worlds 13
The Realm 2 ~D
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Meridian59 3D
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Ultima Online 3D
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Diablo 3D
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War Birds 3D
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Quake 3D
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Xwing vs. Tie Fighter .3D
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DukeNukem3D 3D
http://www.duke.gtinteractive.com
14 3. User Perspective
Also, the game industry offers multi-user games, which have many of
the features of multi-user worlds. Dedicated web pages like www. heat. net
and www. garnestarm. com provide servers for a diversity of multi-user games,
including some of those listed in Table 3.2.
Except for the games market the commercial success of multi-user worlds
is very low. There are two major reasons for this. First, the technical prereq-
uisites are still demanding; second, the worlds are not used in a goal-directed
way, i.e. to facilitate certain work flows. Currently most multi-user worlds are
inhabited by technical enthusiasts who meet there to discuss implementation
details of these worlds.
3.3 Navigation
For most commercial multi-user worlds the user has to buy the viewer of
the respective vendor and instaU it on her machine. Demo-versions of these
browsers can be downloaded for free on the internet. Some vendors distribute
the viewers for free and try to earn money by selling their virtual-world servers
and world-authoring tools.
After the installation the user has to start the viewer and to log into the
virtual-world server. Some systems allow guest logins, others require that the
user registers by providing at least his email address or that the user has
to pay membership fees. Unfortunately some users misuse their anonymity
and harass other users by vulgar language and other activities depending on
the kinds of actions provided by the system. As a result, some systems are
moderated. A moderator supervises the chat and activity in the world and
throws obtruders out.
After logging into the server the user gets a default avatar. In Worlds
Chat the default is a crash test dummy. If the user doesn't like this avatar
she can select one from a menu. In most systems registered users can create
or import their own avatars.
After the selection of the avatar the user can move through the virtual
world. He can look at the scenery from different perspectives:
• first person view: The user sees the world through the eyes of his avatar,
i.e. the camera is at the position of the avatar.
• bird's eye view: The user sees the world from top, i.e. the camera is
above the avatar.
• third person view: The user sees the world through the eyes of a third
invisible person which follows the user's avatar, i.e. the camera is behind
the avatar.
In 3D computer games the third person view is preferred because the user
can see both the position as well as the actions of her avatar.
3.4 Communication 15
Worlds are usually made of several scenes which are connected in different
ways. The user can dick at objects or closed doors, which work in a simi-
lar way to hyperlinks in web pages. If the user clicks, the scene associated
with the object is loaded and the user is put into the new scene. Different
systems use different terms for this concept: anchor, hotspot, door, farcaster,
wormhole, tunnel or teleport.
A more sophisticated kind of these door, called a portal, allows the user
to see parts of the other scene through the open door without having to Ioad
the other scene completely.
3.4 Communication
Recently, the term Post-Nintendo kids has been coined, referring to the fact
that today most children have been exposed to 3D computer games. With
ease they navigate through virtual environments interpreting audio-visual
hints as they go. Astonished parents watch their kids with concern and envy.
Just, as the WIMP (windows, menus, pull-downs) metaphor rules the design
of graphical user interfaces (GUI) of today's software and replaced the com-
mand line control, 3D environments and 3D navigationwill provide new GUI
metaphors for operating systems and desktop applications in the future.
Multi-user worlds are a new way for people to collaborate. Rumans are
social beings. In multi-user worlds they can form new communities which
have common interests and are not restricted by the locality, mobility or
status of the person in the real world.
In the days of the first telephones, radios and TV sets nobody was able
to foresee how these media would evolve. Today we are in quite a similar
situation. Predicting the future of multi-user worlds is a forlorn hope. New
technologies change social structures and new demands emerge which can
be satisfied by exactly these technologies. In hindsight it remains unclear,
whether the demand produced the technology or whether the technology
produced the demand.
The success of DVWs depends not only on technology. A successful DVW
must be compared with a movie and is a result of a team of experts with very
different skills: programmers, directors, designers, story writers, producers
and marketing experts.
Clarke-Willson [20] suggests that virtual environment designers should
apply the same principles that made even early games so appealing: third per-
son view, discovery and exploration, player control, maps, landmarks, closed
environments (limited space), complexity management (reduced nurober of
active objects) and constant positive feedback.
A platform of increasing importance for multi-user worlds are game con-
soles. Since 1995 Sony has sold over 20 million Play Stationsand SEGA sold
500.000 Dreamcast consoles in the US in just two weeks. The Dreamcast con-
sole and those under development by Nintendo and Sony can be connected
to the internet and thus make possible multi-user games. Given the low price
of these consoles, they might even be able to supersede personal computers
as internet stations. This trend has also been realized by Microsoft and Intel.
Allegedly, they recently started to develop a game console in cooperation.
Part II
Fundamentals
4. Three-Dimensional Computer Graphics
y
y
z
~X
Fig. 4.1. Right- and left-handed coordinate systems
20 4. Three-Dimensional Computer Graphics
[n H].
For homogeneaus coordinates:
(x',y',z', 1) = (x,y,z, 1) *
(4.3)
tx ty tz 1
Chapter 4 Notes
[58] Paul F. Norton, "Decatur House: Design and Designer,"
Historic Preservation, Volume 19, Numbers 3-4 (July-
December 1967), pp. 9-24.
[59] Fiske Kimball, Domestic Architecture of the American
Colonies and of the Early Republic, (New York: Dover, 1966
Reprint), p. 27.
[60] Rowland, George Mason, Volume II, p. 369.
[61] H. M. Pierce Gallagher, Robert Mills (New York: Columbia
University Press, 1935), p. 170.
[62] Deering Davis, Stephen P. Dorsey, Ralph Cole Hall,
Georgetown Houses of the Federal Period. (New York:
Bonanza Books, 1944), pp. 21-23.
[63] Lonnelle Aikman, We the People (Washington: U.S. Capitol
Historical Society, 1965), p. 33.
[64] H.M. Gallagher, Robert Mills, p. 169.
[65] George S. Hunsberger, "The Architectural Career of George
Hadfield," Records of the Columbia Historical Society,
Volume 51-52 (1955), pp. 46-65.
[66] Ibid.
[67] Ibid. p. 51. See also: Allen Johnson and Dumas Malone,
Dictionary of American Biography (New York: Charles
Scribner, 1932 (1931)), Vol. IV, p. 76.
[68] Letter, George Hadfield to Thomas Jefferson, Thomas
Jefferson papers. Volume 222, op. 39775, Library of Congress.
[69] Daily National Intelligencer, February 13, 1826.
[70] Karl Schuon, Home of the Commandants (Washington:
Leatherneck Association, 1966), pp. 61-64.
[71] Harry F. Cunningham, Joseph A. Younger, Wilmer Smith,
Measured Drawings of Georgian Architecture in the
District of Columbia, 1750-1820 (New York: Architectural
Book Co., 1914), Sheets 58-61.
[72] Original watercolor signed "Geo. Hadfield, Sept. 1798," Avery
Library, Columbia University.
[73] Murray H. Nelligan, Custis-Lee Mansion (Washington:
National Park Service, 1950), pp. 2-4, 6, 15, 24. The staff at
Arlington House was also kind enough to allow the author the use
of Mr. Nellingan's unpublished manuscript on Arlington House.
[74] H. Paul Caemmerer, Historic Washington (Washington:
Columbia Historical Society, 1960), pp. 34, 39.
[75] Edith Moore Sprouse, "Died in a Kind of Fit Like....", Hollin
Hills Bulletin, May and June-July, 1969.
SUMMARY
It should be clear from the picture of Mason which emerges from an
earlier part of this report that his tastes and his capabilities could
have included a house designed by a known architect. His family
ties, educational background, travels, position and social standing
evidence the highest standards of his day. His acquisition of Colross,
his sensitive repairs of that structure and the manner in which he
seems to have furnished the house again indicate taste and
awareness of current architectural trends.
The design evidence indicates that Mason did build well at Huntley,
and that he sought assistance in doing so. Huntley's similarities to
other area structures designed by the architect George Hadfield are
striking. In addition, of all the architects in the area at the time
Hadfield was most available and is believed to have already designed
one house for the Mason family, Analostan. There is also good
reason to believe that Thomson Francis Mason and Hadfield knew
each other.
Whatever the derivation of the mansion house at Huntley, it survives
as a notable example of early nineteenth century architecture; as an
example of a farm or country house of an early nineteenth century
city dweller; as a Mason family house and as a part of a well sited
and relatively complete complex. When considered together, these
factors make Huntley an important architectural landmark.
Figure 28. Huntley, front elevation, 1946. Edward M. Pitt,
Architect. Blueprints courtesy Col. and Mrs. Ransom Amlong.
Photo copies by Wm. Edmund Barrett.
Newspapers
Alexandria Gazette: November 24, 1817; March 13, 1823;
August 5, 1828; November 1 & 8, 1833; May 16, 1837;
December 27, 1838; August 30, 1839; June 12, 1862;
October 12, 1864; May 13, 1868; May 3, 1870; May 16,
1870; May 14, 1892; March 3, 1911; January 1, 1930.
Daily National Intelligencer: February 13, 1826.
Fairfax Herald: March 10, 1911.
New York Herald Tribune: July 7, 1929.
Syracuse (N.Y.) Journal: July 28, 1875.
Washington Sunday Star: February 6, 1921; June 4, 1958.
Manuscripts
Nelligan, Murray H. "Custis-Lee Mansion." Unpublished manuscript.
National Park Service.
Sprouse, Edith Moore. "Lexington." Unpublished report, 1967.
Thomson Francis Mason Papers. Collection of William Francis Smith,
Alexandria, Virginia.
Thomson Francis Mason Papers. Duke University, Durham, N.C.
Legal Records
Fairfax County Courthouse, Deeds, Wills, Chancery Court Cases:
Will of George Mason, August 23, 1792; Will of Thomson
Mason, April 15, 1797, Will Book M, No. 1, p. 130,
November 21, 1820; Liber W, No. 2, p. 199. October 1,
1823; Liber W, No. 2, pp. 162-65; Will Book T, No. 1,
February 18, 1839; Will Book T, No. 1, p. 3, February 4,
1839; Liber B, No. 4, p. 448, November 7, 1859; Liber B,
No. 4, p. 451, December 7, 1859; Liber E, No. 4, p. 195,
June 12, 1862; Liber I, No. 4, p. 236, November 21, 1868;
Liber O, No. 4, p. 338, March 11, 1871; Liber J, No. 7, p.
22, April 5, 1911; Deed Book 515, p. 60, September 1,
1946; Deed Book 694, p. 400, June 11, 1949.
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