JOURNAL BROWSE
Search
Advanced SearchSearch Tips
Display Synchronization Scheme for Flight Simulator Considering Frame Per Second
facebook(new window)  Pirnt(new window) E-mail(new window) Excel Download
 Title & Authors
Display Synchronization Scheme for Flight Simulator Considering Frame Per Second
Lee, SunYoung; Mun, Dae-Han; Lee, ChungJae; Kim, Ki-Il;
  PDF(new window)
 Abstract
According to general architecture of flight simulator made up of several independent rendering display systems, display synchronization problem between them naturally happens. In addition, since the flight simulator is usually implemented in the same networks where network delay is not big concern, it is necessary to consider different factors of existing synchronization technique. Among them, in this paper, we propose a new display synchronization scheme for flight simulator where each system has different rendering capacity. In the proposed scheme, each system is synchronized by considering maximum and minimum frames per second (FPS) while considering level of detail and latency. Also, experimental results are given to demonstrate the suitability of the proposed scheme for display synchronization scheme.
 Keywords
Flight simulator;Synchronization;Level of detail;
 Language
Korean
 Cited by
 References
1.
F. Cristian, "Probabilistic clock synchronization," Distributed Computing, Vol. 3, No. 3, pp. 146-158, 1989. crossref(new window)

2.
J.L. Lin, K.S. Hwang, Y.S. Hsiao, "A synchronous display of partitioned images broadcasting system via VPN transmission," IEEE Systems Journal, Vol. 8, No. 4, pp. 1031-1039, 2014. crossref(new window)

3.
J.W. Song, Y.M. Kwon, "Network synchronization for collaborative work in distributed environment," Journal of Korea society of IT services, Vol. 10, Issue 3, pp. 203-212, 2011.

4.
Y. Lin, K. Guo, S. Paul, "Sync-MS : Synchronized Message Service for Real-Time Multi-Player distributed Games," International Conference on Network Protocols, pp. 155-162, 2002.

5.
C. Yun, J. Hwang, D. Paik., "Effective message synchronization methods for multiplayer online games with map," Journal of Computers in Human Behavior, Vol. 24, pp. 2477-2485, 2008. crossref(new window)

6.
W. Ying, W. Yanjie, "Implementation of a fast simulation algorithm for terrain based on Dynamic LOD," International Conference on Electronic Measurement & Instruments, pp. 189-193, 2011.

7.
H. He, Y. Xing, T. Wang, "Real-time rendering system of large-scale terrain in flight simulation: design and implementation," International Conference on Computer Graphics & Imaging and Visualization, pp. 180-185, 2009.