In the wake of the technological improvements of the last decade, such as the development of the network infrastructure, and thanks to the need for connection caused by the lockdowns used to restrict the spread of the Covid-19 Pandemic, there has been an increased interest in VR and AR technologies. Many tech companies are investing in designing their version of "Metaverse": a multi-user virtual environment in which people can remotely interact and share experiences. All these prototypes have the same problem: before entering a room or world, the client device needs to download the data of the entire environment, this slows down the user experience and can clog up the memory of the local device. The aim of this thesis work is to develop a possible solution to overcome these problems, namely create a 3D Objects Streaming System, that shares and keeps synced with the Clients only the entities that they can currently see, perceive, and interact with.

In the wake of the technological improvements of the last decade, such as the development of the network infrastructure, and thanks to the need for connection caused by the lockdowns used to restrict the spread of the Covid-19 Pandemic, there has been an increased interest in VR and AR technologies. Many tech companies are investing in designing their version of "Metaverse": a multi-user virtual environment in which people can remotely interact and share experiences. All these prototypes have the same problem: before entering a room or world, the client device needs to download the data of the entire environment, this slows down the user experience and can clog up the memory of the local device. The aim of this thesis work is to develop a possible solution to overcome these problems, namely create a 3D Objects Streaming System, that shares and keeps synced with the Clients only the entities that they can currently see, perceive, and interact with.

A Framework for Client-Server Objects Streaming in VR

CARBONI, FEDERICO
2021/2022

Abstract

In the wake of the technological improvements of the last decade, such as the development of the network infrastructure, and thanks to the need for connection caused by the lockdowns used to restrict the spread of the Covid-19 Pandemic, there has been an increased interest in VR and AR technologies. Many tech companies are investing in designing their version of "Metaverse": a multi-user virtual environment in which people can remotely interact and share experiences. All these prototypes have the same problem: before entering a room or world, the client device needs to download the data of the entire environment, this slows down the user experience and can clog up the memory of the local device. The aim of this thesis work is to develop a possible solution to overcome these problems, namely create a 3D Objects Streaming System, that shares and keeps synced with the Clients only the entities that they can currently see, perceive, and interact with.
2021
A Framework for Client-Server Objects Streaming in VR
In the wake of the technological improvements of the last decade, such as the development of the network infrastructure, and thanks to the need for connection caused by the lockdowns used to restrict the spread of the Covid-19 Pandemic, there has been an increased interest in VR and AR technologies. Many tech companies are investing in designing their version of "Metaverse": a multi-user virtual environment in which people can remotely interact and share experiences. All these prototypes have the same problem: before entering a room or world, the client device needs to download the data of the entire environment, this slows down the user experience and can clog up the memory of the local device. The aim of this thesis work is to develop a possible solution to overcome these problems, namely create a 3D Objects Streaming System, that shares and keeps synced with the Clients only the entities that they can currently see, perceive, and interact with.
Virtual Reality
Metaverse
Game Engine
Framework
3D Object Streaming
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.12608/42140