Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Extending graphics hardware for occlusion queries in OpenGL
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
ANSS '05 Proceedings of the 38th annual Symposium on Simulation
A spatial model of interaction in large virtual environments
ECSCW'93 Proceedings of the third conference on European Conference on Computer-Supported Cooperative Work
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
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Online games have exploded in the last few years. These games face several problems linked to scalability and interactivity. In fact, online games should provide a quick feedback of users' interactions as well as a coherent view of the shared world. However, the search for enhanced scalability dramatically increases message exchange. Such an increase consumes processing power and bandwidth, and thus limits interactivity, consistency, and scalability. To reduce the rate of message exchange, distributed virtual environment systems use filtering techniques such as interest management that filters messages according to users' interests in the world. These interests are influenced by perceptual facts which we study in this paper in order to build upon them a perception-based filtering technique. This technique satisfies users' needs by precisely providing an exact filtering which is more efficient than other techniques.