Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
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Creating computer simulation systems: an introduction to the high level architecture
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Proceedings of the 31st conference on Winter simulation: Simulation---a bridge to the future - Volume 1
Surfels: surface elements as rendering primitives
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Distributed constraint satisfaction: foundations of cooperation in multi-agent systems
Distributed constraint satisfaction: foundations of cooperation in multi-agent systems
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Proceedings of the Eurographic workshop on Computer animation and simulation
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Proceedings of the 38th conference on Winter simulation
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Trends in Interactive Visualization: State-of-the-Art Survey
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IEEE Transactions on Visualization and Computer Graphics
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ICDE '09 Proceedings of the 2009 IEEE International Conference on Data Engineering
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IEEE Pervasive Computing
Opening address: The rise of the 3D internet - advancements in collaborative and immersive sciences
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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
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Winter Simulation Conference
Distributed scene graph to enable thousands of interacting users in a virtual environment
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SpotCheck: an efficient defense against information exposure cheats
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
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ACM Computing Surveys (CSUR)
3D Virtual worlds and the metaverse: Current status and future possibilities
ACM Computing Surveys (CSUR)
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Virtual worlds use simulation to create a fully-immersive 3D space in which users interact and collaborate in real time. It is still a great challenge to scale virtual worlds to provide rich user experiences, high level of realism, and innovative usages. There are three unique simulation requirements in scaling virtual worlds: (1) large-scale, real time and perpetual simulations with distributed interaction, (2) simultaneous visualization for many endpoints with unique perspectives, and (3) multiple simulation engines with different operation characteristics. In this paper, we review the challenges in meeting these requirements, present the scalability barriers we observed in current virtual worlds, and discuss potential virtual world architecture and solutions to address the challenges and overcome the barriers.