VIRTUS: a collaborative multi-user platform
Proceedings of the fourth symposium on Virtual reality modeling language
Communication Visibility in Shared Virtual Worlds
WET-ICE '97 Proceedings of the 6th Workshop on Enabling Technologies on Infrastructure for Collaborative Enterprises
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
A dynamic message filtering technique for 3D cyberspaces
Computer Communications
Remote view-dependent rendering
EGVE'01 Proceedings of the 7th Eurographics conference on Virtual Environments & 5th Immersive Projection Technology
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Different hardware platforms are best suited for different tasks in simulating a virtual world. Any distributed virtual world must be prepared to support communication among a large and heterogeneous set of software and hardware devices. By developing a scalable environment for virtual worlds based on heterogeneous platforms, researchers can utilize existing hardware, and so can begin to do research without a large capital outlay. For these reasons, it is imperative to explore the architectural constraints placed on a virtual world by distribution and parallelism. The author examines what it means to distribute functionality such as simulation, interaction detection and messaging in a virtual world, how to "scale up" such a world, and how to deal with communication delays. The WAVES (WAterloo Virtual Environment System) architecture attempts to address these concerns.