The PARADISE Project
Screen Snapshot from the PARADISE
The PARADISE (Performance ARchitecture for Advanced
Distributed Interactive Simulation Environments) project aims to
architect and build a large-scale internetworked simulation
environment that would support multi-player interactive,
3D-simulations running over a wide-area network. Example applications
of such an infrastructure include military battlefield training and
weapons testing (such as the DIS (Distributed Interactive Simulation)
exercises), multiplayer games, amusement park rides, collaborative
design, and many others.
We currently have Version 0.1 of the PARADISE software running on
IBM AIX workstations. It includes a 3D visual-display engine and
allows multiple entities to move about and see each other in one
integrated simulation environment. It includes a simple
terrain-display engine that performs polygon clipping and some simple
effort to speed up display through multiple-resolution terrain
Version 0.1 of the software incorporates Sandeep Singhal's dead
reckoning protocols and algorithms to allow for smooth motion even
with low frame-rate transmissions. It also incorporates an
implementation of Hugh Holbrook's Area of Interest (AOI) directory
service for distributing information about entities and their
multicast groups. Mark Tsimelzon's distributed collision detection
protocol is currently being developed and tested in this
The PARADISE project is one project of the Stanford Distributed Systems Group
led by Professor David
PARADISE project members
- Sandeep Singhal; working on dead
reckoning and entity aggregation.
- Hugh Holbrook; working on reliable
logging and a multicast channel directory service.
- Mark Tsimelzon; working on fast, accurate, distributed collision detection
with minimal perceptual discrepancies.
- Eric Halpern; working on modeling meteorological effects.
- Matt Zelesko; working on high performance
ecommunication in a DIS environment. His specific work focuses on an Object-Oriented
- S.K. Singhal and D.R. Cheriton. Using a Position History-Based Protocol
for Distributed Object Visualization. Chapter 10 of Designing Real-Time
Graphics for Entertainment [Course Notes for SIGGRAPH '94 Course #14]
(7/94). Also available as Stanford University Computer Science Technical
Report STAN-CS-TR-94-1505. February, 1994. Compressed
PostScript or abstract.
- Distributed Interactive Simulation-- slides from an introductory
talk given at Stanford in cs244b, June 1, 1995. gzipped
- H.W. Holbrook, S.K. Singhal, and D.R. Cheriton. Log-Based Receiver-Reliable
Multicast for Distributed Interactive Simulation. Proceedings of
SIGCOMM'95, 328-341. Published as Computer Communications Review,
Vol 25, No 4, October 1995. postscript,
Only available from within the DSG.
Contents include: papers in progress, how to run the paradise demo,
how to take a screen dump of the paradise demo.
- A partial list of projects
available within the PARADISE project; good for beginning graduate
- Related Work. Web sites
containing information related to the PARADISE project.
Some relevant conferences related to our
Hugh Holbrook (holbrook .at. dsg .dot. stanford .dot. edu)
Sandeep Singhal (singhal .at. dsg .dot. stanford .dot. edu)