Online Virtual Environments: Second Life Networked Virtual Worlds • Early interest in shared virtual spaces – Training – Social – Scalability • Difficult issues – Consistency – Latency – Bandwidth History SIMNET •The goal of the SIMNET project (1990) was to develop a “lowcost” networked virtual environment for training small units to fight as a team. •Kept bandwidth low by extrapolating vehicle position rather than constant broadcast A DIS Networked VE - CCTT – DIS is the successor to SIMNET – The US Army's Close Combat Tactical Trainer (CCTT) is one of the larger scale networked virtual environments . SGI Flight & Dogfight – Flight was distributed in networked form on all SGI workstations sometime after SIGGRAPH 1984 and could be seen in practically every SGI-outfitted lab at that time, either during the day on breaks or after hours. SGI Flight & Dogfight – Sometime after the release of the networked version of Flight, in early 1985 it is believed, SGI engineers modified the code of Flight to produce the demonstration program Dogfight. – This modification dramatically upgraded the visibility of net-VEs as players could now interact by shooting at each other. Doom – On 10 December 1993, id Software released its shareware game Doom. – The posting of Doom caught most network administrators’ eyes when their LANs started bogging down. Doom did no dead reckoning and flooded LANs with packets at frame rate. – This networked ability to blast people in a believable 3D environment created enormous demand for further 3D networked games. NPSNET – The NPSNET Research Group is the longest continuing academic research effort in networked virtual environments. The focus of the group is on the complete breadth of human-computer interaction and software technology for implementing large-scale virtual environments (LSVEs). – There have been several generations of software formally named NPSNET and several precursor systems. NPSNET-IV •NPSNET-IV Capabilities – Building walkthroughs. – Articulated humans mounting/dismounting capability. – Networking - play across the multicast backbone of Internet. – Terrain database integration, terrain paging (70km x 70km). – Any vehicle capability - air, ground, articulated human. – Testbed for VE NSA issues. – Interoperability SIMNET/DIS – Constructive model integration - Janus World Modeler – ModSAF NPSNET-IV NPSNET-IV NPSNET-IV DIVE • The Swedish Institute of Computer Science Distributed Interactive Virtual Environment (DIVE) is another early and ongoing academic virtual environment. Swedish Institute of Computer Science - DIVE •However, unlike SIMNET the entire database is dynamic and uses reliable multicast protocols to actively replicate new objects. The MERL Implementation - Diamond Park •The MERL Diamond Park VE is built using SPLINE (Scalable PLatform for INteractive Environments) which provides the implementation of locales & beacons. The MERL Implementation - Diamond Park •Diamond Park has multiple users that interact in the park by riding around on bicycles and talking to each other (Social VR). MERL Efforts in Large -Scale Multi-User VEs • Locales are an efficient method for managing the flow of data between large numbers of users in a LSVE. • The concept of locales is based on the idea that while a VE may be very large, most of what can be observed by a single user at a given moment is local in nature. • Each locale has its own multicast address & coordinate system. • Beacons - are a special class of objects that can be located without knowing what locale they are in (to solve the “how do I join the VE problem”). 1980 1985 NPSNET-1 (90) SIMNET to Army (90) BrickNet (91) DIVE (92) NPS-Stealth (93) DIS (93) NPSNET-IV (93) Doom (93) Paradise (93) NPS MPS-1 (88) NPS VEH (87) NPS FOG-M (86) SIMNET First Demo (86) SIMNET Start (83) Amaze (84) SGI Flight (84) SGI Dogfight (85) A Brief Timeline of Net-VEs 1990 1995 What is Second Life? • An interactive virtual world – “residents” can make or modify virtually anything – IP rights form the basis of an economy From secondlife.com as of Jan. 19th, 2007 What runs SL? • From June 6, 2006 cnet.com article • 2,579 dual-core Opteron servers – Each server runs a 16 acre “sim” – About 3 users per server! – WoW and others run hundreds/server SL Technology • Havok physics engine • Dynamic lighting • Weather Basic Concepts • World divided into regions – Each with own server – Communication with people in one region • Objects can have local behavior – Trees wave in breeze – Computed locally • Objects are paged in as needed • Intelligent streaming – Streams occluders before occluded objects Let’s take a look!