Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
The Department of Defense High Level Architecture
Proceedings of the 29th conference on Winter simulation
MAPS: multiresolution adaptive parameterization of surfaces
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A spatial hierarchical compression method for 3D streaming animation
VRML '00 Proceedings of the fifth symposium on Virtual reality modeling language (Web3D-VRML)
Future Generation Computer Systems - Special issue on metacomputing
Progressive geometry compression
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
SETI@home: an experiment in public-resource computing
Communications of the ACM
Host load prediction using linear models
Cluster Computing
Rendering time estimation for real-time rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
3D graphics rendering time modeling and control for mobile terminals
Proceedings of the ninth international conference on 3D Web technology
Measuring and Understanding User Comfort With Resource Borrowing
HPDC '04 Proceedings of the 13th IEEE International Symposium on High Performance Distributed Computing
A survey of peer-to-peer content distribution technologies
ACM Computing Surveys (CSUR)
The Anatomy of the Grid: Enabling Scalable Virtual Organizations
International Journal of High Performance Computing Applications
Proceedings of the ACM symposium on Virtual reality software and technology
Genre and game studies: toward a critical approach to video game genres
Simulation and Gaming - Symposium: Video games: Issues in research and learning, part 2
A framework for mapping scalable networked applications on run-time reconfigurable platforms
ICME '03 Proceedings of the 2003 International Conference on Multimedia and Expo - Volume 2
A Distributed Multiuser Virtual Space System
IEEE Computer Graphics and Applications
Adaptation of quadric metric simplification to MPEG-4 animated object
PCM'05 Proceedings of the 6th Pacific-Rim conference on Advances in Multimedia Information Processing - Volume Part I
PCM'05 Proceedings of the 6th Pacific-Rim conference on Advances in Multimedia Information Processing - Volume Part I
Eliminating CPU overhead for on-the-fly content adaptation with MPEG-4 wavelet subdivision surfaces
IEEE Transactions on Consumer Electronics
A new, fast, and efficient image codec based on set partitioning in hierarchical trees
IEEE Transactions on Circuits and Systems for Video Technology
Comparison of wavelet-based three-dimensional model coding techniques
IEEE Transactions on Circuits and Systems for Video Technology
Virtual character within MPEG-4 animation framework eXtension
IEEE Transactions on Circuits and Systems for Video Technology
Interpolator data compression for MPEG-4 animation
IEEE Transactions on Circuits and Systems for Video Technology
Adaptable client-server architecture for mobile multiplayer games
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
A server-assisted approach for mobile-phone games
Mobile Multimedia Processing
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Most current multiplayer 3D games can only be played on a single dedicated platform (a particular computer, console, or cell phone), requiring specifically designed content and communication over a predefined network. Below we show how, by using signal processing techniques such as multiresolution representation and scalable coding for all the components of a 3D graphics object (geometry, texture, and animation), we enable online dynamic content adaptation, and thus delivery of the same content over heterogeneous networks to terminals with very different profiles, and its rendering on them. We present quantitative results demonstrating how the best displayed quality versus computational complexity versus bandwidth tradeoffs have been achieved, given the distributed resources available over the end-to-end content delivery chain. Additionally, we use state-of-the-art, standardised content representation and compression formats (MPEG-4 AFX, JPEG 2000, XML), enabling deployment over existing infrastructure, while keeping hooks to well-established practices in the game industry.