Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
NetEffect: a network architecture for large-scale multi-user virtual worlds
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Output-senstitive rendering and communication in dynamic virtual environments
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Geometric algorithms for message filtering in decentralized virtual environments
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Exploiting Reality with Multicast Groups
IEEE Computer Graphics and Applications
Priority Round-Robin Scheduling for Very Large Virtual Environments
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Network Topologies for Scalable Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Locales and Beacons: Efficient and Precise Support for Large Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
A Latency-Aware Partitioning Method for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Dead Reckoning-Based Update Scheduling against Message Loss for Improving Consistency in DVEs
PADS '11 Proceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation
DS-RT '11 Proceedings of the 2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications
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Resource bottlenecks hinder almost any distributed virtual environment or networked game. Our scheduling algorithm enforces priorities based on a definable error metric, minimizing overall error.