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System for and method of motion and force synchronization with time delay reduction in multi-user shared virtual environments

  • US 7,642,989 B2
  • Filed: 03/17/2006
  • Issued: 01/05/2010
  • Est. Priority Date: 03/17/2005
  • Status: Expired due to Fees
First Claim
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1. Method of synchronizing the evolving state of a dynamic object in a shared virtual environment among a plurality of geographically separated computers connected in a communications network including data communications links introducing time delays in the propagation of data between said computers, each computer connected to input means permitting a user to interact with a virtual environment, comprising the steps of:

  • simulating, at each computer of said plurality of computers, a synchronous local model of a state of a dynamic virtual object in a shared virtual environment (SVE), each synchronous local model of said dynamic virtual object state being initially identical;

    permitting users of one or more computers of said plurality of computers to interact via said input means with the corresponding one or more synchronous local models of said dynamic virtual object state so as to induce one or more local changes in said corresponding one or more synchronous local models of said dynamic virtual object state;

    propagating from each computer sequences of data packets indicative of the synchronous local model of said dynamic virtual object associated with said propagating local computer to a remote computer in said network, the sequences of data packets being propagated along said communications links thereby introducing time delays into the propagation;

    receiving at each computer said sequences of data packets propagated from another computer, said sequences of data packets having time delays from said propagation over said communication links;

    compensating at each computer for dynamic virtual object state errors resulting from user inputs at said one or more computers and from said time delays by minimizing the differences between the corresponding local model of said dynamic virtual object state and the one or more induced local changes in dynamic virtual object state as indicated by the received time delayed data packets while maintaining consistency within a tolerable bound between said one or more computers; and

    providing each of said one or more users with feedback reflecting an error-compensated, locally-simulated model of said dynamic virtual object state in said SVE.

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