Abstract
This paper analyzes the use of dead reckoning in Distributed Interactive Simulation. The purpose of dead reckoning is to reduce the updates required by each simulator on the network to better utilize the available bandwidth. Extrapolation formulas are derived and discussed based on network communication traffic and the amount of computation performed by simulators. Smoothing and delay compensation algorithms are also discussed. Numerical and human perspective experiment are conducted. A software tool that assesses the performance of the read reckoning algorithm is introduced.
© (1995) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Kuo-Chi Lin "Dead reckoning and distributed interactive simulation", Proc. SPIE 10280, Distributed Interactive Simulation Systems for Simulation and Training in the Aerospace Environment: A Critical Review, 1028004 (19 April 1995); https://doi.org/10.1117/12.204227
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Cited by 18 scholarly publications.
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KEYWORDS
Distributed interactive simulations

Computer simulations

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