An auto-adaptive dead reckoning algorithm for distributed interactive simulation
PADS '99 Proceedings of the thirteenth workshop on Parallel and distributed simulation
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Multi-User Layer in the EVE Distributed Virtual Reality Platform
ICDCSW '03 Proceedings of the 23rd International Conference on Distributed Computing Systems
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This research studies real time interaction and dynamic data shared through 3D scenes in virtual network environments. In a distributed virtual environment of client-server structure, consistency is maintained by the static information exchange; as jerks occur by packet delay when updating messages of dynamic data exchanges are broadcasted disorderly, the network bottleneck is reduced by predicting the movement path by using the Dead-reckoning algorithm. The shared dynamic data of the 3D virtual environment is implementation using the VRML EAI.