Network-Based Visualization of 3D Landscapes and City Models
IEEE Computer Graphics and Applications
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Progressive cache replacement for massive peer-to-peer WebVR worlds
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
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Predicted availability of broadband access will enable deployment of network Virtual Environments over the Internet. Online virtual worlds will require efficient run-time data replication solutions. This paper presents a Quality of Service (QoS) architecture for just-in-time data replication in network Virtual Environments. Quality of service is achieved by predicting the load and adapting to network traffic variations. Data is prefetched at the client based on network traffic estimates and viewpoint navigation prediction. QoS negotiation allows the server to control the network resources allocated per client. Experimental results show that QoS data replication can be implemented with reasonably small network and server overload.