Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Three-tiered interest management for large-scale virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Geometric algorithms for message filtering in decentralized virtual environments
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Conservative visibility preprocessing using extended projections
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Fast Horizon Computation at All Points of a Terrain With Visibility and Shading Applications
IEEE Transactions on Visualization and Computer Graphics
Exploiting Reality with Multicast Groups
IEEE Computer Graphics and Applications
Locales and Beacons: Efficient and Precise Support for Large Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Visibility Preprocessing for Urban Scenes using Line Space Subdivision
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
Increasing update rates in the building walkthrough system with automatic model-space subdivision and potentially visible set calculations
A general algorithm for output-sensitive visibility preprocessing
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Supporting Scalable Peer to Peer Virtual Environments Using Frontier Sets
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Dynamic microcell assignment for massively multiplayer online gaming
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Adaptive global visibility sampling
ACM SIGGRAPH 2009 papers
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In current online games, player positions are synchronized by means of continual broadcasts through the server. This solution is expensive, forcing any server to limit its number of clients. With a hybrid networking architecture, player synchronization can be distributed to the clients, bypassing the server bottleneck and decreasing latency as a result. Synchronization in a decentralized fashion is difficult as each player must communicate with every other player. The communication requirements can be reduced by computing and exploiting frontier sets: For a pair of players in an online game, their frontier sets consist of the region of the game space in which each player may move without seeing (and without communicating to) the other player. This paper describes the first fast and space-efficient method of computing frontier sets in large terrains.