Management of large amounts of data in interactive building walkthroughs
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
MASSIVE: a collaborative virtual environment for teleconferencing
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
Perception-based time critical rendering
Perception-based time critical rendering
On caching and prefetching of virtual objects in distributed virtual environments
MULTIMEDIA '98 Proceedings of the sixth ACM international conference on Multimedia
The Java 3D API Specification
A Taxonomy for Networked Virtual Environments
IEEE MultiMedia
WET-ICE '97 Proceedings of the 6th Workshop on Enabling Technologies on Infrastructure for Collaborative Enterprises
Adaptive Multi-Resolution Modeling Technique Based on Viewing and Animation Parameters
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Database and display algorithms for interactive visualization of architectural models
Database and display algorithms for interactive visualization of architectural models
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
ATLAS: a scalable network framework for distributed virtual environments
Proceedings of the 4th international conference on Collaborative virtual environments
Handling heterogeneity in networked virtual environments
Presence: Teleoperators and Virtual Environments - special issue: IEEE virtual reality 2002 conference
Presence: Teleoperators and Virtual Environments - Special issue: Advances in collaborative virtual environments
Motion prediction for caching and prefetching in mouse-driven DVE navigation
ACM Transactions on Internet Technology (TOIT)
Improving the Performance of Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
On consistency and network latency in distributed interactive applications: a survey--part I
Presence: Teleoperators and Virtual Environments
A genetic approach for adding QoS to distributed virtual environments
Computer Communications
ATLAS: A Scalable Network Framework for Distributed Virtual Environments
Presence: Teleoperators and Virtual Environments
A Latency-Aware Partitioning Method for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
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In virtual environment systems, the ultimate goal is delivery of the highest-fidelity user experience possible. This paper describes a general-form framework for optimizing fidelity on a per-task basis. The virtual world database is priority-ordered; the ordering is dynamically recomputed based on display platform, virtual world state, and (possibly shifting) task objectives. Optimization is performed with the QUICK model, proposed herein, which integrates ratings of representational (Q)uality, scene node (I)mportance, and machine resource (C)ost. The approach has been implemented in a prototype display and distributed cache management system, which can be incorporated into most existing networked virtual reality applications.