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六边形网格细分法实现二阈值推算定位
引用本文:何连跃,鄢来斌,李思昆,曾亮. 六边形网格细分法实现二阈值推算定位[J]. 计算机工程与科学, 2001, 23(2): 48-51
作者姓名:何连跃  鄢来斌  李思昆  曾亮
作者单位:国防科技大学计算机学院,
基金项目:国家 8 6 3计划资助项目!(86 3-30 6 -ZD10 -2 -0 3)
摘    要:推算定位技术是大规模分布交互仿真系统缓解网络传输延时及减少网络通讯量的传统方法。以往的推算定位技术在设定推算阈值时 ,总因为顾及近距离实体的精确度需求而设置较小的阈值 ,这样无可避免地增加了远距离实体的数据接收频率 ,增加了网络通讯开销。为此本文提出了多阈值推算定位技术 ,针对不同距离的接收实体对应不同的误差容许阈值进行推算 ,针对 DIS系统给出了一种基于六边形网络细分的二阈值推算定位技术的实现方法。该方法实现简单 ,可以有效减少系统的通讯量

关 键 词:多阈值  推算定位  基于网格划分  分布交互仿真
文章编号:1007-130X(2001)02-0048-04
修稿时间:2000-08-29

Hexagon-Subdivision-Based Dead Reckoning with Two Thresholds
HE Lian-yue,YAN Lai-bin,LI Si-kun,ZENG Liang. Hexagon-Subdivision-Based Dead Reckoning with Two Thresholds[J]. Computer Engineering & Science, 2001, 23(2): 48-51
Authors:HE Lian-yue  YAN Lai-bin  LI Si-kun  ZENG Liang
Abstract:Dead reckoning is a technique to reduce latency and communication costs in distributed interactive simulation systems.Using the current dead reckoning,every entity always gives a smaller threshold because of the precision requirements of near entities.So the receive frequency of far entities increases and network communication costs go up.For this reason,the paper gives the technique of multi threshold dead reckoning,on which every entity reckons itself with different thresholds according to the different distances between entities.This paper presents the implementation of dead reckoning with two thresholds based on the hexagonal grid subdivision for DIS.The technique is easy,and can effectively reduce communication costs.
Keywords:multi threshold  dead reckoning  grid based partition  distributed interactive simulation
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