面向多服務(wù)器架構(gòu)的虛擬角色劃分方法研究
發(fā)布時間:2018-08-05 15:03
【摘要】:隨著計算機和網(wǎng)絡(luò)技術(shù)的飛速發(fā)展,分布式虛擬環(huán)境技術(shù)的研究也逐漸升溫。分布式虛擬環(huán)境技術(shù)就是把虛擬環(huán)境和網(wǎng)絡(luò)技術(shù)結(jié)合在一起,使得地球上任何一個角落的用戶,,都能夠通過網(wǎng)絡(luò)在虛擬世界中協(xié)同完成任務(wù)。目前,分布式虛擬現(xiàn)實技術(shù)已在經(jīng)濟(jì)建設(shè)、國防安全、文化教育和在線游戲等領(lǐng)域有著深入的研究和廣泛的應(yīng)用。在現(xiàn)今的分布式虛擬環(huán)境系統(tǒng)中,需要提供多個服務(wù)器組服務(wù)于全局的用戶集合,服務(wù)器為用戶提供通信和數(shù)據(jù)處理服務(wù),而如何把大規(guī)模用戶集合合理的分配給多個服務(wù)器組已成為分布式虛擬環(huán)境技術(shù)中一個關(guān)鍵的研究方向。 已有的算法大多是從遺傳思想、算法效率以及服務(wù)器層架構(gòu)設(shè)計等角度給出解決方案,都沒有考慮到空間距離這一重要因素。因為在基于虛擬世界中,空間距離較近的用戶之間發(fā)生通信的概率高,而如果能夠把所有較集中的用戶劃分為不同聚類,然后聚類分配給服務(wù)器,那么能夠保證整個系統(tǒng)擁有良好的網(wǎng)絡(luò)質(zhì)量。因此,空間距離角度的區(qū)域劃分研究是十分必要的。目前針對空間距離角度來研究區(qū)域劃分方法的工作尚未展開,在分布式虛擬環(huán)境系統(tǒng)中,由于在初始化階段系統(tǒng)具有數(shù)據(jù)量大、系統(tǒng)整體等待時間短,而在運行階段對網(wǎng)絡(luò)質(zhì)量要求又較高,所以我們在不同階段提出了不同的解決方法。 首先在初始化階段,本文提出了一種基于四叉樹概念的區(qū)域劃分方法。該方法是通過計算用戶之間的歐氏距離和構(gòu)建四叉樹模型將所有用戶劃分到四叉樹結(jié)果暫存,然后執(zhí)行分配服務(wù)器過程得到算法結(jié)果。由于在分配服務(wù)器過程中,具有負(fù)載均衡特性的服務(wù)器集群能夠為用戶提供更優(yōu)質(zhì)穩(wěn)定的網(wǎng)絡(luò)服務(wù),所以本文進(jìn)一步分析了服務(wù)器集群的負(fù)載問題,提出了改進(jìn)型分配服務(wù)器方法。 其次在運行階段,本文設(shè)計了基于密度聚類的區(qū)域劃分方法。該方法主要是改進(jìn)了空間密度聚類算法中經(jīng)典的DBSCAN算法。在該算法中改進(jìn)了影響范圍值(Eps)和最小用戶閾值(MinPts)的計算方法,并且增加了裁剪步用于縮小待處理用戶規(guī)模。 最后本文分析了以上兩個方法的時間復(fù)雜度并給出了具體實例演示,模擬實驗驗證了其合理性與有效性。
[Abstract]:With the rapid development of computer and network technology, the research of distributed virtual environment technology has gradually increased. Distributed virtual environment technology is a combination of virtual environment and network technology, so that users in any corner of the earth can cooperate to complete the task in the virtual world through the network. At present, distributed virtual reality technology has been widely used in the fields of economic construction, national defense security, cultural education and online games. In today's distributed virtual environment system, it is necessary to provide multiple server groups to serve the global user set, and the server provides users with communication and data processing services. However, how to reasonably allocate large scale user sets to multiple server groups has become a key research direction in distributed virtual environment technology. Most of the existing algorithms provide solutions from the perspectives of genetic thought, algorithm efficiency and server layer architecture design, all of which do not take into account the important factor of spatial distance. Because in the virtual world, there is a high probability of communication between users who are close to each other, and if you can divide all the more concentrated users into different clusters and then cluster them to the server, Then can guarantee the whole system to have the good network quality. Therefore, it is necessary to study the regional division of spatial distance angle. At present, the work of studying the method of region division for the angle of space distance has not been carried out. In the distributed virtual environment system, because of the large amount of data in the initialization stage, the whole waiting time of the system is short. However, in the operation phase, the network quality requirements are higher, so we put forward different solutions in different stages. Firstly, in the initialization phase, a region partition method based on quadtree concept is proposed. By calculating the Euclidean distance between users and constructing a quadtree model, all users are partitioned into quadtree results for temporary storage, and then the algorithm results are obtained by executing the allocation server process. Because the server cluster with load balancing feature can provide users with better and stable network service in the process of server allocation, this paper further analyzes the load problem of server cluster. An improved allocation server method is proposed. Secondly, in the phase of operation, this paper designs a method of region division based on density clustering. This method mainly improves the classical DBSCAN algorithm in spatial density clustering algorithm. In this algorithm, the calculation method of the influence range value (Eps) and the minimum user threshold (MinPts) is improved, and the clipping step is added to reduce the size of the user to be processed. Finally, the time complexity of the two methods is analyzed and an example is given to demonstrate the rationality and validity of the two methods.
【學(xué)位授予單位】:杭州電子科技大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2013
【分類號】:TP391.9;TP368.5
本文編號:2166155
[Abstract]:With the rapid development of computer and network technology, the research of distributed virtual environment technology has gradually increased. Distributed virtual environment technology is a combination of virtual environment and network technology, so that users in any corner of the earth can cooperate to complete the task in the virtual world through the network. At present, distributed virtual reality technology has been widely used in the fields of economic construction, national defense security, cultural education and online games. In today's distributed virtual environment system, it is necessary to provide multiple server groups to serve the global user set, and the server provides users with communication and data processing services. However, how to reasonably allocate large scale user sets to multiple server groups has become a key research direction in distributed virtual environment technology. Most of the existing algorithms provide solutions from the perspectives of genetic thought, algorithm efficiency and server layer architecture design, all of which do not take into account the important factor of spatial distance. Because in the virtual world, there is a high probability of communication between users who are close to each other, and if you can divide all the more concentrated users into different clusters and then cluster them to the server, Then can guarantee the whole system to have the good network quality. Therefore, it is necessary to study the regional division of spatial distance angle. At present, the work of studying the method of region division for the angle of space distance has not been carried out. In the distributed virtual environment system, because of the large amount of data in the initialization stage, the whole waiting time of the system is short. However, in the operation phase, the network quality requirements are higher, so we put forward different solutions in different stages. Firstly, in the initialization phase, a region partition method based on quadtree concept is proposed. By calculating the Euclidean distance between users and constructing a quadtree model, all users are partitioned into quadtree results for temporary storage, and then the algorithm results are obtained by executing the allocation server process. Because the server cluster with load balancing feature can provide users with better and stable network service in the process of server allocation, this paper further analyzes the load problem of server cluster. An improved allocation server method is proposed. Secondly, in the phase of operation, this paper designs a method of region division based on density clustering. This method mainly improves the classical DBSCAN algorithm in spatial density clustering algorithm. In this algorithm, the calculation method of the influence range value (Eps) and the minimum user threshold (MinPts) is improved, and the clipping step is added to reduce the size of the user to be processed. Finally, the time complexity of the two methods is analyzed and an example is given to demonstrate the rationality and validity of the two methods.
【學(xué)位授予單位】:杭州電子科技大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2013
【分類號】:TP391.9;TP368.5
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