NPSNET: a multi-player 3D virtual environment over the Internet
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
A linear algorithm for incremental digital display of circular arcs
Communications of the ACM
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
Ray space factorization for from-region visibility
ACM SIGGRAPH 2003 Papers
Motion prediction for caching and prefetching in mouse-driven DVE navigation
ACM Transactions on Internet Technology (TOIT)
Automatic impostor placement for guaranteed frame rates and low memory requirements
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2006 Papers
Multiserver support for large-scale distributed virtual environments
IEEE Transactions on Multimedia
Hardware accelerated visibility preprocessing using adaptive sampling
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Fast exact from-region visibility in urban scenes
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
An incremental SMLAOI algorithm for progressive downloading large scale WebVR scenes
Proceedings of the 14th International Conference on 3D Web Technology
Progressive cache replacement for massive peer-to-peer WebVR worlds
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Hi-index | 0.00 |
Progressive data transmission is critical for implementing interactive walkthrough of large scale distributed virtual environments on Internet. This paper proposes an incremental AOI (Area of Interests) algorithm to determine dynamically which VRML objects should be downloaded while the viewpoint is moving in a VRML environment at each step. Our method has three major steps: (1) to divide the entire VRML ground uniformly into a rectangular mesh (m*n grids) along x-axis and y-axis respectively and store all the VRML objects overlapped by each grid into an adjacent list; (2) statically to determine all the grids overlapped by an AOI according to spatial coherence; (3) dynamically to determine newly visible and invisible grids overlapped by a moving AOI at each step, according to the temporal coherence between two consecutive AOI circles; (4) at each step, only newly overlapped VRML objects should be downloaded and rendered incrementally. Thus, the required VRML data downloads can be decreased dramatically at each moving step. Further, the proposed AOI algorithm is an integer incremental algorithm without multiplication, divisions and floating operations, and also it is suitable for hardware implementation.