Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
A Network Architecture for Remote Rendering
DIS-RT '98 Proceedings of the Second International Workshop on Distributed Interactive Simulation and Real-Time Applications
GameOD: an internet based game-on-demand framework
Proceedings of the ACM symposium on Virtual reality software and technology
A case for 3D streaming on peer-to-peer networks
Proceedings of the eleventh international conference on 3D web technology
P2P Network for very large virtual environment
Proceedings of the ACM symposium on Virtual reality software and technology
An analytical model for progressive mesh streaming
Proceedings of the 15th international conference on Multimedia
Network-Based Visualization of 3D Landscapes and City Models
IEEE Computer Graphics and Applications
Scalable, Adaptive Streaming for Nonlinear Media
IEEE MultiMedia
Scalable AOI-Cast for Peer-to-Peer Networked Virtual Environments
ICDCSW '08 Proceedings of the 2008 The 28th International Conference on Distributed Computing Systems Workshops
CyberWalk: a web-based distributed virtual walkthrough environment
IEEE Transactions on Multimedia
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
Secure peer-to-peer 3D streaming
Multimedia Tools and Applications
Bandwidth-aware peer-to-peer 3D streaming
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Bandwidth-aware Peer-to-Peer 3D streaming
International Journal of Advanced Media and Communication
Multi-stream 3D video distribution over peer-to-peer networks
Image Communication
PPAM'11 Proceedings of the 9th international conference on Parallel Processing and Applied Mathematics - Volume Part II
Hybrid P2P schemes for remote terrain interactive visualization systems
Future Generation Computer Systems
Joserlin: joint request and service scheduling for peer-to-peer non-linear media access
Proceedings of the 21st ACM international conference on Multimedia
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In multi-user networked virtual environments such as Second Life, 3D streaming techniques have been used to progressively download and render 3D objects and terrain, so that a full download or prior installation is not necessary. As existing client-server architectures may not scale easily, 3D streaming based on peer-to-peer (P2P) delivery is recently proposed to allow users to acquire 3D content from other users instead of the server. However, discovering the peers who possess relevant data and have enough bandwidth to answer data requests is non-trivial. A naive query-response approach thus may be inefficient and could incur unnecessary latency and message overhead. In this paper, we propose a peer selection strategy for P2P-based 3D streaming, where peers exchange information on content availability incrementally with neighbors. Requestors can thus discover suppliers quickly and avoid time-consuming queries. A multi-level area of interest (AOI) request is also adopted to avoid request contention due to concentrated requests. Simulation results show that our strategies achieve better system scalability and streaming performance than a naive query-response approach.