TW556088B - A method and apparatus for controlling mechanism for the multi-screen display system on a virtual environment - Google Patents
A method and apparatus for controlling mechanism for the multi-screen display system on a virtual environment Download PDFInfo
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556088 玉、發明說明(l) — " 【發明領域】 本發明係有關於一種虛擬實境之多螢幕同步顯像系統 及其方」去’特別是有關於一種運用平行運算技術,使利用556088 Jade, description of the invention (l) — " [Field of invention] The present invention relates to a multi-screen synchronous display system of virtual reality and its method "Go" especially to a method using parallel computing technology to make use of
個人電腦群纟且^I 吁、m订夕螢幕電腦顯像之效率提高。 -【發明背景】 虛擬實境是一種透過現有的科技設備,營造出一種如 /見實世界般的聲光影像;而目前關於這方面的技術主要是 結合電腦圖學、即時控制、以及多媒體聲光等技術,創造 出一即時反應的虛擬實境系統,利用現有的影像設備,顯 0出可將人類視覺範圍佔滿的視覺影像及立體音效,使人 類視覺受刺激而感覺有身歷其境的感受;因此,目前一般 的做2係採用多個高解析度的投影設備來產生環場視效空 間’請參閱第1圖,目前一種洞穴式的環場視效空間1是在 一個由四面牆壁(投影螢幕材質)所構成的封閉空間1 〇 内’利用二至四個投影機丨丨,將電腦丨2所產生的虛擬畫面 經由網路傳輸介面13分別投射在各該螢幕牆14上,每一螢 幕的影像是連續且不重疊的,藉以構成虛擬視效的洞穴空 間,以達到逼真效果。The number of personal computers is large, and the display efficiency of screen computers is improved. -[Background of the invention] Virtual reality is a kind of sound and light image created by the existing technology equipment. The current technology in this area is mainly combined with computer graphics, real-time control, and multimedia sound. Light and other technologies to create a real-time response virtual reality system, using existing imaging equipment, to display visual images and stereo sound effects that can fill the human visual range, so that human vision is stimulated and feels immersive Feeling; therefore, the current general 2 series uses multiple high-resolution projection equipment to generate the ring field visual effect space 'Please refer to Figure 1, a cave-type ring field visual effect space 1 is currently located on a wall with four walls. (Projection screen material) within the enclosed space 10 ′ uses two to four projectors 丨 丨 to project the virtual screens generated by the computer 丨 2 onto the screen walls 14 via the network transmission interface 13 respectively. The images of one screen are continuous and non-overlapping, so as to form a cave space of virtual visual effects to achieve realistic effects.
上述技術是由芝加哥的伊利諾州立大學E V LThe above technology was developed by the Illinois State University of Chicago E V L
Electronic Visualization Laboratory)實驗室所設 —計於1992年首度發表,為了提供快速的模擬效果以及同步 ”的功能’其所採用的硬體設備為高等級工作站級電腦及特 '殊硬體設備。在成像系統上,它採用了四$SiUc〇n Graphics Inc公司的工作站級電腦12來作為顯示處理,Electronic Visualization Laboratory (Laboratory) —It was first published in 1992. In order to provide fast simulation effects and synchronization, the function 'the hardware equipment used is a high-level workstation-class computer and special' special hardware equipment. On the imaging system, it uses four workstation computer 12 of SiSicon Graphics Inc. as the display processing.
16665.ptd 第 6 頁 556088 五、發明說明(2) "" "" ' " —- 每台電腦1 2皆連接一台投影機11以背投影方式投影至螢幕 f上產生成像結果,其中三台電腦1 2利用投影顯示左方、 前方及右方的晝面,另一台電腦12則負責顯示地板的晝 面’而在同步冰制的控制則再利用一台高階工作站級電腦 1 5作為系統主機,負責控制協調四台工作站級的繪圖電腦 12 ’該系統主機内設有反射式記憶體(ref lective memory ) ’藉以達到資料傳遞及畫面同步更新的工作。 _ 反射式記憶體(ref 1 ect ive memory )是屬於一種共 享記憶體的技術,它利用光纖作為電腦之間的網路傳輪介 面,將任7由外部輸入的資料快速的複製到其他的電腦 卑使母0電知能夠共旱同樣的資料’然後每台電腦可 以利用各自所擁有的場景資料,依照其觀測點的方向來緣 出,對應的場景畫面,以VMIC公司的Ref lective memc):ry 產品為例’可以支援到傳輸64Mbyte的記憶體容量,至多 =6卜個電腦節點,且每台電腦之間其資料複製的傳輸延遲 、=少可達70 〇ns。因此,利用反射式記憶體資料複製的高 速度’可維持場景的一致性以及達到視效同步的功能。 但是’以目前的反射式記憶體(ref lective mem〇ry )$及光纖的硬體設備而言,其價格仍太昂貴,而工作站 電腦亦非一般消費者所能負擔;為了提供低成本的視效空 門即有人利用個人電腦群組來取代昂貴的工作站級電腦 及特殊硬體設備。 ' ^ 由於CAVE必須提供多螢幕電腦顯像、高解析晝面、3D %景運算以及即時運算的需求。其運算量已超過單一處理16665.ptd Page 6 556088 V. Description of the invention (2) " " " " '" —- Every computer 12 is connected to a projector 11 and projected on the screen f by rear projection to produce an image As a result, three computers 12 used the projection to display the left, front, and right daytime planes, and the other computer 12 was responsible for displaying the daytime planes of the floor. As a system host, computer 15 is responsible for controlling and coordinating four workstation-level drawing computers 12 'the system host has reflective memory (ref lective memory)' in order to achieve data transfer and screen synchronization update. _ Reflective memory (ref 1 ect ive memory) is a kind of shared memory technology. It uses optical fiber as a network transmission interface between computers, and quickly copies any data input from outside to other computers. Bie makes mother 0 to know that they can share the same data. 'Each computer can then use its own scene data to follow the direction of its observation point, and the corresponding scene picture is VMIC's Ref lective memc): As an example, the ry product can support a memory capacity of 64Mbyte, with a maximum of 6 computer nodes, and the transmission delay of data replication between each computer can be as low as 70 ns. Therefore, the high speed of copying of reflective memory data 'can maintain the consistency of the scene and achieve the function of visual effects synchronization. However, with the current reflective memory and optical fiber hardware equipment, the price is still too expensive, and workstation computers are not affordable for ordinary consumers; in order to provide low-cost video An empty door means someone using a group of personal computers to replace expensive workstation-grade computers and special hardware equipment. '^ Because CAVE must provide the requirements of multi-screen computer display, high-resolution day and day, 3D% scene calculation and real-time calculation. The amount of calculation has exceeded a single processing
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,的月匕力所以77散式平行運算(Parallel Rendering) 疋二個唯一的解決辦法。藉由分散式平行運算技術提昇系 統效率及平衡系統負擔,以達到CAVE多螢幕顯像的功能。 首先’先將傳統3 D電腦繪圖的流程示意圖介紹如下, -清參閱第2圖,其大致包含下列處理步驟:The monthly dagger force is 77 two parallel solutions (Parallel Rendering) 唯一 two unique solutions. The distributed parallel computing technology is used to improve system efficiency and balance system load to achieve the function of CAVE multi-screen display. First of all, first introduce the schematic diagram of the traditional 3D computer drawing process.-Refer to Figure 2 for details, which roughly includes the following processing steps:
丫田顯不物件追縱(Display traversal ) 2〇 :係橫貫追 縱場景中所有的3D模型資料,這些資料包含了 31)模型的物 =(primitive)、物件的法向量及本地座標資訊。在這階 f中’會利用3 D場景資料庫負責管理場景的變化,場景資 H庫會透過輸入裝置與使用者互動,經由3D模型的特性來 改隻%厅、物件的物件座標系(ffl 〇 d e 1 c 〇 〇 r d i n a t e ),並且 執行碰撞摘測及地形起伏等修正測試,使場景中的3D模型 修正至正確的位置。 幾何次系統階段2 1 : 物件轉換(Model transformation) 210:將 3D 模型 物件轉換至統一的世界座標(World Coordinate)系, 篩檢物件2 1 1 :檢查物件是否在可視範圍内,減少不 必要的運算。 色度計算212 :計算物件的色度(lighting)。 ® 視覺範圍轉換2 1 3 :將世界座標系的物件經視覺範圍 、轉換至觀測空間。 裁切(cl ipping )階段21 4 :將只有一部份在可視範 圍内的物件裁切成符合觀測空間的形狀。 轉換步驟2 1 5 ··由觀測空間(V i e w s p a c e )轉成螢幕Yatian Display traversal 20: It is the traversal of all 3D model data in the scene. These data include 31) the model's object = (primitive), the object's normal vector and local coordinate information. In this stage f ', the 3D scene database will be used to manage the change of the scene. The scene data library will interact with the user through the input device, and change the object coordinate system (ffl) of the hall and objects through the characteristics of the 3D model. 〇de 1 c 〇〇rdinate), and perform correction tests such as collision extraction and terrain fluctuations to correct the 3D model in the scene to the correct position. Geometry sub-system phase 2 1: Object transformation 210: Convert 3D model objects to a unified World Coordinate system, screen the objects 2 1 1: Check whether the objects are within the visible range, reduce unnecessary Operation. Chroma calculation 212: Calculate the lightness of the object. ® Visual range conversion 2 1 3: Transform objects in the world coordinate system into the observation space through the visual range. Cropping (cl ipping) stage 21 4: Cut only a part of the objects in the visible range into a shape that conforms to the observation space. Conversion step 2 1 5 ·· From the observation space (V i e w s p a c e) to the screen
556088 五、發明說明(4) 空間(s c r e e n s p a c e )時有一透視圖分割的步驟,即將觀 測空間座標除以一個常數w,並且利用3-D螢幕對應將座標 轉換至X-Y螢幕座標系。 著色次系統(Rasterization subsystem)階段 22: 此階段的工作是將前階段結果經過隱藏面消除以及將物體 以像素的方式描繪出來,最後畫面緩衝區(f rame buf f er )會保留結果的圖像。 畫面顯示(Display )階段23 :此階段的工作是將晝 面輸出至顯示螢幕上。 現 端及客 即顯示 資料已 掉;客 至畫面 請 多螢幕 戶(cl 式。其 服器端 結至數 景資料 伺 立,將 戶端兩 物追蹤 經被篩 戶端則 顯示階 參閱第 同步顯 i ent ) 係包括 3 0的主 個客戶 與伺服 服器端 場景中 法疋將上述傳統電腦繪圖流程分割成伺服器 個部分,由伺服器端負責場景變化的部分, 步驟20至裁切階段214,由於在這個階段的 選過了,所有視野範圍外的物件已被剔除 負責接下來的3D緣圖工作,即 段23。 3圖’係為目前利用個人電腦群組所構成的 示系統示意圖,其传勝相 係將個人電腦群組3以客556088 5. Description of the invention (4) There is a perspective division step in the space (screen s p ace), which is to divide the observed space coordinates by a constant w, and use the 3-D screen correspondence to convert the coordinates to the X-Y screen coordinate system. Rasterization subsystem stage 22: The work in this stage is to eliminate the results of the previous stage by hiding the surface and describe the objects in pixels. The final image buffer (frame buf fer) will retain the resulting image . Display stage 23: The work in this stage is to output the daylight to the display screen. The client and the client show that the data has been lost; the client-to-screen should be multi-screened (cl-type. The server end is connected to the digital scene data server, and the two items on the client are tracked through the screened client. For the display steps, see the synchronization section.) The display system consists of 30 main client and server-side scenes. The traditional computer drawing process is divided into server parts, and the server side is responsible for scene change. Step 20 to the cutting stage 214. As a result of the selection at this stage, all objects outside the field of view have been removed and are responsible for the next 3D edge map work, paragraph 23. Figure 3 'is a schematic diagram of the current system using a personal computer group.
-伺服Is (server)的恕媸也,L -θ Μ 51 d β t架構來作為其組織方 一构服1§ 4 30及數個客戶 機300負責管理場景,並戶么31,#中’該飼 端31的電腦310上,使得網路介面32連 器端3 0維持一致性。 客戶端3 1的場 30:系統主機3 0 0先進行場 所有的3D模型及物件資料貝针犀的建 干貝科經測試轉換後,最-Servo Is (server) forgive me, L-θ Μ 51 d β t architecture as its organizer 1 § 4 30 and several clients 300 are responsible for managing the scene, and merge 31, # 中 ' On the computer 310 of the feeding end 31, the network interface 32 connector end 30 maintains consistency. Client 3 1 field 30: System host 3 0 0 performs the field first All 3D models and object data construction
16665.ptd 第9頁 556088 _五、發明說明(5) _ 後保留視野範圍(field of view)中的物、 個場景畫面(frame)資料;然後,將場 |並存成—個 至對應的客戶端電腦310上,再由各個客二面貝料傳送 行接下來的繪圖工作,並將畫面顯示於螢幕&上的電腦310執 ’ 由於這些電腦310在顯示畫面時,因每A ° •生的畫面不同,所以顯樣的處理速度也會 電腦所要產 個電腦螢幕的晝面勢必發生無法同步以 差異’而各 每台電腦所要產生的畫面中,所要繪出 ,調之現象。 不同,則複雜度也H因此所需要==及大小 •,造成每台電腦的畫面出現時間不相 時間也不 連續的現象,因此,為了能夠使客戶端3 ^產生畫面不 端31必須要將由伺服器端3〇所傳遞過來的,客戶 起來,等到伺服器端30發出一同步^斗排序及儲存 金π tL现通知需要Ρ虹廿μ 晝面的資料時,才作更新的動作, *要更新某筆 間的場景資料一致性,使顯示結果正確。 戶端3 I之 第4圖係為習知虛擬實境之多替墓 晝面的時間狀態示意圖,在週期τ中,IV顯像系统傳送 工作可以整理如下: S服(Sever )端的 T comput ion ·元成第ί個畫面的運算。 T communicat ion 送出運算結果至續"圖雷腿々 ^ T singal :通知繪圖電腦執行繪圖的運算3。八享5己憶體。 號。Ta„’接收繪圖電腦已完成第⑽畫面的回應訊 因此’飼服器(sever)端完成一個畫面總共需要的16665.ptd Page 9 556088 _Fifth, the invention description (5) _ retains the objects in the field of view and frame information of the scene; then, the field is coexisted into a corresponding customer On the end computer 310, the next drawing work is carried out by each customer's two-sided shell material, and the screen is displayed on the computer 310 on the screen & Since these computers 310 display the screen, each The screens are different, so the processing speed of the sample will also occur. The day and time of the computer screen will be unable to synchronize with the difference ', and the picture produced by each computer must be drawn and adjusted. Different, the complexity is also H, so it needs == and the size •, resulting in the phenomenon that the time of each computer's screen is inconsistent and time is not continuous. Therefore, in order to enable the client 3 to generate a screen mismatch 31, it must be replaced by What the server side 30 passed over, the client got up, and waited until the server side 30 sent out a synchronous ordering and storage fund π tL is now notified that the information of the daytime surface is needed, and then the update action is performed. Update the consistency of scene data between pens to make the display results correct. The fourth picture of the client 3 I is a schematic diagram of the time state of the daytime surface of the multiple tombs that are familiar with virtual reality. In the period τ, the transmission work of the IV imaging system can be summarized as follows: T comput ion at the S server · Yuancheng's calculation of the first picture. T communicat ion sends the calculation result to the continuation " Ture leg 々 ^ T singal: Notifies the drawing computer to perform the drawing operation3. Eight enjoy 5 Ji Yi body. number. Ta „’ receives the response that the graphics computer has completed the first frame, so ‘the server’
16665.ptd $ 10頁 556088 1五、發明說明…汝) flrj· ^曰,A rPc〇[nplji;i〇n+ 丁 cominunication+ 丁 singal+ 丁 acknowledge ° 而客戶(client)端繪圖電腦的工作整理如下:16665.ptd $ 10 pages 556088 1 5. Description of the invention ... ru) flrj · ^, A rPc〇 [nplji; i〇n + 丁 cominunication + 丁 singal + ding acknowledge ° The work of the client-side drawing computer is as follows:
Tsingal :接收伺服器(sever)端第i個晝面的緣圖通 知。Τ__^:η :接收第i個晝面的場景資料。 丁 fender* :執行繪圖的運算。 丁 acknow1 edge * 送咄已完成第i個晝面的回應訊號。 因此,客戶(client)端完成一個晝面的總共需要的 日*ΤΓ 間為 Tsingai+ Trender+ Tacknowledge。根據上述’ 完成一個晝面總共所要的時間是Tc_utiQn+ 2Tsingal: Receive the edge map notification of the i-th daytime surface on the server side. Τ __ ^: η: Receive the scene data of the i-th day. D fender *: Perform drawing operations. Ding acknow1 edge * Sending has completed the i-th day signal. Therefore, the total number of days required for the client to complete a day-to-day period is Tsingai + Trender + Tacknowledge. According to the above ’, the total time required to complete a day and night is Tc_utiQn + 2
Tsingai+2 TTacknc3wledge+ Trender,由前述方法可以發現一個問 題,那就是伺服器端的第i個畫面必須等待第i -1個晝面的 顯示並且所有的客戶端都回應後,才能開始計算,也就是 說,當客戶端在執行繪圖的運算時,伺服器處於等待狀 態,並沒有充分利用平行運算的優點。 【發明概述】 有鑑於上述習知技術之缺點,本發明的主要目的在提 供一種可有效解決伺服器端等待的問題以及加速繪圖處理 的速度之虛擬實境之多螢幕同步顯像系統及其方法。 本發明的另一目的在提供一種可增加系統晝面產能之 虛擬實境之多螢幕同步顯像系統及其方法。 為了達成上述及其他之目的,本發明的主要特徵係建 立一虛擬實境之多螢幕同步顯像系統,其包括:一網路網 路傳輸介面;一伺服器端,負責場景資料庫的處理工作, 並將處理後之晝面資料上傳至該網路傳輸介面;複數客戶Tsingai + 2 TTacknc3wledge + Trender, one problem can be found from the foregoing method, that is, the i-th screen on the server must wait for the i -1 day-time display and all clients respond before starting the calculation, that is to say When the client is performing drawing operations, the server is in a waiting state and does not take full advantage of the advantages of parallel operations. [Summary of the Invention] In view of the shortcomings of the conventional technology described above, the main object of the present invention is to provide a multi-screen synchronous imaging system and method for virtual reality that can effectively solve the server-side waiting problem and accelerate the speed of drawing processing. . Another object of the present invention is to provide a multi-screen synchronous development system and method for virtual reality, which can increase the day-to-day productivity of the system. In order to achieve the above and other objectives, the main feature of the present invention is to establish a virtual reality multi-screen synchronous imaging system, which includes: a network transmission interface; and a server end, which is responsible for processing the scene database. , And upload the processed daytime data to the network transmission interface; multiple customers
16665.ptd 第11頁 五、發明說明(8) 網路傳輸介面4 〇,在本實施丫 〜〜 〜 路傳輸介面,乙太網路係為—區蜮用乙太網路作為網 母秒100M的基本頻寬作傳輪。 路之通訊協定,係以 词服器端4 1,設有一系統主機 資料庫的處.理上作(如座標轉換 /此主機負責場景 修正測試),並將修正後之書 砵彳里偵測及地形起伏等 (View space)的形狀,此$旦^枓裁切成符合觀夠窆間 為第2圖習知繪圖流程之追蹤步a驟理較詳細之繪圖步驟即 在此不再贅述;當場景處理畫面至裁切階段2 14步驟, 的畫面資料上傳至網路傳輪介面4〇理完成後,即將處埋後 客戶端4 2,在本實施例中係 中,每一客戶端42皆設有一個;;Ϊ =四個客戶端42,其 網路傳輸介面40所傳來之晝面次二腦設備420,係接收由 作,此3D繪圖較詳細之步二即二=,並執行3D繪圖之工 換步驟2 1 5至晝面顯示階段2 3,…2圖習知繪圖流程之轉 成後,再將畫面顯示於電腦42〇 =不再贅述;當繪圖完 同步模組43,在本實施例係 上一。 (Synchronization Β〇χ),係 用、、,一同步盒 道,可以提供獨立的訊號傳輸通平行並列埠為其通訊營 響,其連接方式係為一對多的形,不受網路資料量影 四的型態,其輸入係電性連接 ^ ,在本實施例係為〜對 4 1 0上,輸出則分別電性連接該伺服器端4 1的電腦主機 藉以接收由伺服器端41所發客戶端42的電腦設傷上; 戶端42,及接收由各該客戶=之訊號並分傳至各錄客 碼42所傳出之完成訊號給該词 16665.ptd 第13頁 556088 五、發明說明(ίο) 繪製完第i -1個晝面後,先將畫面暫時儲存在顯示卡的後 緩衝區(Back buffer)中。 步驟S 2,進行晝面傳送,伺服器端將第i個晝面的資 料,依各個客戶端視野範圍(view frustum)内的物件資 料分別傳送給各個客戶端。 步驟S3,伺服器端接收由客戶端所傳之回應訊號,代 表客戶端已經準備好第i-1個晝面,可以顯示於螢幕上。 步驟S4,伺服器端傳一前進訊號至該同步模組上,當 同步模組收到此訊號後,即分傳給每一客戶端。 步驟S5,伺服器端執行第i +1個晝面運算,即再進行 下一晝面的處理工作;同時,各客戶端收到前進訊號後, 即將第i - 1個晝面顯示於螢幕上,並可以開始繪製第i個晝 面〇 請參閱第了圖,在伺服器端執行物件篩選之步驟S1 - 中,更包含下列步驟;首先,電腦主機必須先計算出需要 傳送的畫面資料SH,係包括應用程式處理運算及資料庫之 更新運算;當系統主機準備好後Si2,即等待將資料傳送至 客戶端s13,再繼續進行s2步驟。 第8圖係為利用本實施例,其系統運作時之時間狀態 示意圖,利用平行運算的原理,將應用程式及3 D場景管理 的處理時間(伺服器端處理第i個晝面的場景運算)與電 腦繪圖的時間(客戶端繪製第i -1個畫面的動作)加以重 疊,將工作平行化,使時間重疊,每次畫面執行週期所花 費的時間減少為:16665.ptd Page 11 V. Description of the invention (8) Network transmission interface 4 〇 In this implementation, ~~ ~ transmission interface, the Ethernet system is—area, use Ethernet as the network master, 100M second The basic bandwidth is used as the pass. The communication protocol of the road is based on the server terminal 41, which is provided with a system host database (such as coordinate conversion / this host is responsible for scene correction testing), and the revised book is detected. And the shape of the view space, etc., this $ ^^^ is cut to conform to the tracking steps of the conventional drawing process of Figure 2 a step a more detailed drawing steps are not repeated here; When the scene processes the picture to the cutting stage 2 and 14 steps, the picture data is uploaded to the network transfer interface 40. After the processing is completed, the client 4 2 will be buried. In this embodiment, each client 42 Each has one; Ϊ = four clients 42, the diurnal device 420 from the network transmission interface 40, which is received by the receiver. This 3D drawing is more detailed. Perform the 3D drawing conversion steps 2 1 5 to the day-to-day display stage 2 3, ... 2 After the conversion of the conventional drawing process, the screen is displayed on the computer 42 0 = no further details; when the drawing is completed, the synchronization module 43 In this embodiment, it is the previous one. (Synchronization Β〇χ), using a synchronization box channel, can provide independent signal transmission through parallel parallel port for its communication camp, its connection method is a one-to-many shape, regardless of the amount of network data In the form of the shadow four, the input is electrically connected ^, in this embodiment, it is ~ pair 4 10, and the output is electrically connected to the host computer of the server terminal 41 to receive the server 41 The client computer of the client 42 is injured; the client 42 receives the signal sent by each client = and transmits the completion signal sent to each recorded guest code 42 to the word 16665.ptd Page 13 556088 5. Description of the Invention (ίο) After drawing the i -1 daytime surface, the picture is temporarily stored in the back buffer of the display card. In step S2, the day-to-day transmission is performed, and the server end transmits the i-th day-to-day data to each client according to the object data in the view frustum of each client. In step S3, the server receives the response signal transmitted by the client, which indicates that the client has prepared the i-1 day surface, which can be displayed on the screen. In step S4, the server sends a forward signal to the synchronization module. When the synchronization module receives the signal, it is distributed to each client. In step S5, the server executes the (i + 1) th day-to-day calculation, that is, the next day-to-day processing is performed. At the same time, after each client receives the forward signal, the i-1th day-to-day display is displayed on the screen. , And you can start to draw the i-th daytime surface. Please refer to the figure. In step S1-of performing object filtering on the server side, the following steps are included. First, the host computer must first calculate the screen data SH to be transmitted. It includes application processing operations and database update operations. When the system host is ready, Si2 waits to send data to the client s13, and then proceeds to step s2. Fig. 8 is a schematic diagram of the time state of the system during the operation of this embodiment, using the principle of parallel operation, to manage the processing time of the application and the 3D scene management (the server side processes the i-th day scene calculation) It overlaps with the computer drawing time (the action of the client drawing the i -1 picture), parallelizes the work and makes the time overlap, and the time taken for each picture execution cycle is reduced to:
16665.ptd 第15頁 53608816665.ptd Page 15 536088
圖式簡單說明 215 轉換步驟 22 著 色次糸統 23 晝面顯示階段 3 個 人電腦群 30 伺服器端 300 電 腦主機 31 客戶端 310 電 腦 3 2 網路介面 4 虛擬實境之多發幕同 步顯像系 統 '4 0 網路傳輸介面 41 伺 服器端 ,410 糸統主機 42 複數客戶端 43 同步模組 16665.ptd 第18頁Schematic description 215 Conversion step 22 Coloring time system 23 Daytime display phase 3 Personal computer group 30 Server end 300 Computer host 31 Client 310 Computer 3 2 Network interface 4 Multi-screen simultaneous development system of virtual reality ' 4 0 Network transmission interface 41 Server side, 410 System host 42 Plural client 43 Synchronization module 16665.ptd Page 18
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