Algorithms in C
An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Spatialized audio rendering for immersive virtual environments
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Deployment issues for multi-user audio support in CVEs
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Locales: Supporting Large Multiuser Virtual Environments
IEEE Computer Graphics and Applications
On the geographic distribution of on-line game servers and players
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
DICE: Internet Delivery of Immersive Voice Communication for Crowded Virtual Spaces
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
On the provision of immersive audio communication to massively multi-player online games
ISCC '04 Proceedings of the Ninth International Symposium on Computers and Communications 2004 Volume 2 (ISCC"04) - Volume 02
Supporting Rich And Dynamic Communication In Large-Scale Collaborative Virtual Environments
Presence: Teleoperators and Virtual Environments
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
Efficient Zone Mapping Algorithms for Distributed Virtual Environments
PADS '09 Proceedings of the 2009 ACM/IEEE/SCS 23rd Workshop on Principles of Advanced and Distributed Simulation
Multi-objective zone mapping in large-scale distributed virtual environments
Journal of Network and Computer Applications
QoS-Aware Server Provisioning for Large-Scale Distributed Virtual Environments
PADS '10 Proceedings of the 2010 IEEE Workshop on Principles of Advanced and Distributed Simulation
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This paper investigates the assignment of audio mixing operations to a geographically distributed set of servers to provide an immersive voice communication environment for massively multi-player online games. The immersive voice communication service enables each avatar to hear a spatially accurate audio mix of the conversations in its hearing range. There are three primary delivery architectures for this service, namely, peer-to-peer, central server, and distributed servers. We focus on a distributed server architecture, which partitions the virtual world into regions or locales and then assigns the computation associated with the creation of audio scenes for all avatars in each locale to a server. Our aim is to find the optimal way to partition the virtual world into locales and then choose the locale servers in such a way that reduces the total delay perceived by all avatars. We have produced a mathematical formulation for the optimal partitioning and server assignment and developed a heuristics approach based on a graph algorithm. We have developed a simulation environment that creates both the physical world (geographic distribution of participants and the Internet topology model) and the virtual world (distribution of avatars based on different avatar aggregation behaviors). We have solved the problem exactly as well as using the heuristics for a range of simulated virtual and physical worlds. In many cases, the heuristics results were within 5% of the optimal. Our algorithms and simulation study will be of benefit to future immersive voice communication service providers in the design of a cost effective delivery architecture for this service.