Virtual Reality Conference, IEEE
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Abstract

In virtual environments containing a very large number of objects, the limited amount of available resources often proves to be a bottleneck; causing a competition for those resources for example network bandwidth, processing power or the rendering pipeline. This leads to a degradation of the system's performance, as only a small number of elements can be granted the resource required.In this paper we present a generic scheduling algorithm that allows achieving a graceful degradation; it is output sensitive, minimizes the risk of starvation and enforces priorities based on a freely definable error metric. Hence it can be employed in virtual environments of almost any size, to schedule elements, which are competing for a determined resource because of a bottleneck.
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