Hidden curve removal for free form surfaces
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Networked virtual environments
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
An auto-adaptive dead reckoning algorithm for distributed interactive simulation
PADS '99 Proceedings of the thirteenth workshop on Parallel and distributed simulation
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
NPSNET-V: A New Beginning for Dynamically Extensible Virtual Environments
IEEE Computer Graphics and Applications
A Dead-Reckoning Algorithm for Virtual Human Figures
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Using a Position History-Based Protocol for Distributed Object Visualization
Using a Position History-Based Protocol for Distributed Object Visualization
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
An orientation update message filtering algorithm in collaborative virtual environments
Journal of Computer Science and Technology
Algorithms and analyses: pre-reckoning algorithm for distributed virtual environments
Proceedings of the 35th conference on Winter simulation: driving innovation
Algorithms and Networking for Computer
Algorithms and Networking for Computer
ACM SIGGRAPH 2007 papers
Amaze: A Multiplayer Computer Game
IEEE Software
Towards an information model of consistency maintenance in distributed interactive applications
International Journal of Computer Games Technology - Networking for Computer Games
A Consistency Model for Distributed Virtual Reality Systems
DEPCOS-RELCOMEX '09 Proceedings of the 2009 Fourth International Conference on Dependability of Computer Systems
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
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Dead reckoning algorithms are employed in collaborative virtual environments (CVEs) for predicting virtual objects states at any given moment of time that makes it possible to minimize bandwidth requirements while maintaining required data consistency. However, existing implementations often do not take into account information on the object motion dynamics and, in general, apply static prediction models. In this paper a novel motion-aware adaptive dead reckoning algorithm (MAADR) is introduced based on dynamical prediction model selection depending on the object motion pattern. The results show that considerable reduction in a number of update messages can be achieved without sacrificing prediction accuracy. In addition, it becomes possible to dynamically adjust the size of update messages according to the motion pattern and, thus, provide more flexible use of network bandwidth.