A survey of ray tracing acceleration techniques
An introduction to ray tracing
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th 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
Effective remote modeling in large-scale distributed simulation and visualization environments
Effective remote modeling in large-scale distributed simulation and visualization environments
Proceedings of the ACM SIGCOMM '98 conference on Applications, technologies, architectures, and protocols for computer communication
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Multidimensional binary search trees used for associative searching
Communications of the ACM
Chord: A scalable peer-to-peer lookup service for internet applications
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
Locality aware dynamic load management for massively multiplayer games
Proceedings of the tenth ACM SIGPLAN symposium on Principles and practice of parallel programming
Designing a DHT for low latency and high throughput
NSDI'04 Proceedings of the 1st conference on Symposium on Networked Systems Design and Implementation - Volume 1
Middleboxes no longer considered harmful
OSDI'04 Proceedings of the 6th conference on Symposium on Opearting Systems Design & Implementation - Volume 6
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
Scale Virtual Worlds through Dynamic Load Balancing
DS-RT '10 Proceedings of the 2010 IEEE/ACM 14th International Symposium on Distributed Simulation and Real Time Applications
Distributed scene graph to enable thousands of interacting users in a virtual environment
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Emerson: accessible scripting for applications in an extensible virtual world
Proceedings of the 10th SIGPLAN symposium on New ideas, new paradigms, and reflections on programming and software
Displaying large user-generated virtual worlds from the cloud
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Metaverses are three-dimensional virtual worlds where anyone can add and script new objects. Metaverses today, such as Second Life, are dull, lifeless, and stagnant because users can see and interact with only a tiny region around them, rather than a large and immersive world. Current metaverses impose this distance restriction on visibility and interaction in order to scale to large worlds, as the restriction avoids appreciable shared state in underlying distributed systems. We present the design and implementation of the Sirikata metaverse server. The Sirikata server scales to support large, complex worlds, even as it allows users to see and interact with the entire world. It achieves both goals simultaneously by leveraging properties of the real world and 3D environments in its core systems, such as a novel distributed data structure for virtual object queries based on visible size. We evaluate core services in isolation as well as part of the entire system, demonstrating that these novel designs do not sacrifice performance. Applications developed by Sirikata users support our claim that removing the distance restriction enables new, compelling applications that are infeasible in today's metaverses.