Crowded collaborative virtual environments
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Special panel session on multi-user virtual environments (panel session) (abstract only)
VRML '00 Proceedings of the fifth symposium on Virtual reality modeling language (Web3D-VRML)
Inside MASSIVE-3: flexible support for data consistency and world structuring
Proceedings of the third international conference on Collaborative virtual environments
Component framework infrastructure for virtual environments
Proceedings of the third international conference on Collaborative virtual environments
Message caching for local and global resource optimization in shared virtual environments
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
Mercury: a scalable publish-subscribe system for internet games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Boundaries, Awareness and Interaction in Collaborative Virtual Environments
WET-ICE '97 Proceedings of the 6th Workshop on Enabling Technologies on Infrastructure for Collaborative Enterprises
Extending Locales: Awareness Management in MASSIVE-3
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Mercury: supporting scalable multi-attribute range queries
Proceedings of the 2004 conference on Applications, technologies, architectures, and protocols for computer communications
Analysing movement and world transitions in virtual reality tele-conferencing
ECSCW'97 Proceedings of the fifth conference on European Conference on Computer-Supported Cooperative Work
Components for Distributed Virtual Environments
Presence: Teleoperators and Virtual Environments
Supporting Rich And Dynamic Communication In Large-Scale Collaborative Virtual Environments
Presence: Teleoperators and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Survey of state melding in virtual worlds
ACM Computing Surveys (CSUR)
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Distributed interactive simulation systems are growing to include well over 100,000 dynamic entities for applications such as multiplayer video games, military and industrial training, and collaborative engineering. In these applications, each host receives updates (such as position and orientation) from remote entities, models and renders the scene, and performs other tasks such as collision detection. The number of entities places a heavy burden on both the networking resources and computational resources available to the application. To address these limitations, some systems have aggregated information about groups of simulation entities according to their organizational structure or their location within the virtual world. However traditional aggregation techniques are inadequate because remote hosts need to access entities based on both their organization and their virtual world position. This paper describes projection aggregations, a technique for grouping entities by both their organization and location. Remote hosts use projections to control which entities are represented locally and at what level-of-detail. We describe how projection aggregations are implemented in a networked environment and demonstrate how they reduce network bandwidth and computational requirements. Finally, we argue that projection aggregations represent a general-purpose framework for representing all simulation entities, thereby supporting evolution of entity models.