SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
NetEffect: a network architecture for large-scale multi-user virtual worlds
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
On caching and prefetching of virtual objects in distributed virtual environments
MULTIMEDIA '98 Proceedings of the sixth ACM international conference on Multimedia
VIRTUS: a collaborative multi-user platform
Proceedings of the fourth symposium on Virtual reality modeling language
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Concurrency Control in Distributed Database Systems
ACM Computing Surveys (CSUR)
Time, clocks, and the ordering of events in a distributed system
Communications of the ACM
Consistency maintenance in real-time collaborative graphics editing systems
ACM Transactions on Computer-Human Interaction (TOCHI)
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Interactive Multiuser VEs in the DIVE System
IEEE MultiMedia
Exploiting Reality with Multicast Groups
IEEE Computer Graphics and Applications
Enhancing 3D Graphics on Mobile Devices by Image-Based Rendering
PCM '02 Proceedings of the Third IEEE Pacific Rim Conference on Multimedia: Advances in Multimedia Information Processing
Multi-perspective collaborative design in persistent networked virtual environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Adaptive Multi-Resolution Modeling Technique Based on Viewing and Animation Parameters
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
MASSIVE: a distributed virtual reality system incorporating spatial trading
ICDCS '95 Proceedings of the 15th International Conference on Distributed Computing Systems
Using a Position History-Based Protocol for Distributed Object Visualization
Using a Position History-Based Protocol for Distributed Object Visualization
Time-space consistency in large-scale distributed virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Motion prediction for caching and prefetching in mouse-driven DVE navigation
ACM Transactions on Internet Technology (TOIT)
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
Defining user perception of distributed multimedia quality
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
An Adaptive Multiresolution Method for Progressive Model Transmission
Presence: Teleoperators and Virtual Environments
The HyperVerse: concepts for a federated and Torrent-based '3D Web'
International Journal of Advanced Media and Communication
CyberWalk: a web-based distributed virtual walkthrough environment
IEEE Transactions on Multimedia
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
Progressive cache replacement for massive peer-to-peer WebVR worlds
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
A mobile environment for sketching-based skeleton generation
World Wide Web
Context-aware 3D object streaming for mobile games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
CaveUDK: a VR game engine middleware
Proceedings of the 18th ACM symposium on Virtual reality software and technology
Recent development in multimedia e-learning technologies
World Wide Web
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In recent years, online gaming has become very popular. In contrast to stand-alone games, online games tend to be large-scale and typically support interactions among users. However, due to the high network latency of the Internet, smooth interactions among the users are often difficult. The huge and dynamic geometry data sets also make it difficult for some machines, such as handheld devices, to run those games. These constraints have stimulated some research interests on online gaming, which may be broadly categorized into two areas: technological support and user-perceived visual quality. Technological support concerns the performance issues while user-perceived visual quality concerns the presentation quality and accuracy of the game. In this article, we propose a game-on-demand engine that addresses both research areas. The engine distributes game content progressively to each client based on the player's location in the game scene. It comprises a two-level content management scheme and a prioritized content delivery scheme to help identify and deliver relevant game content at appropriate quality to each client dynamically. To improve the effectiveness of the prioritized content delivery scheme, it also includes a synchronization scheme to minimize the location discrepancy of avatars (game players). We demonstrate the performance of the proposed engine through numerous experiments.