NPSNET: a multi-player 3D virtual environment over the Internet
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Approximating polyhedra with spheres for time-critical collision detection
ACM Transactions on Graphics (TOG)
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Effective remote modeling in large-scale distributed simulation and visualization environments
Effective remote modeling in large-scale distributed simulation and visualization environments
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
Using a Position History-Based Protocol for Distributed Object Visualization
Using a Position History-Based Protocol for Distributed Object Visualization
International Journal of Computer Games Technology
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The simulation of complex and realistic interactive virtual environments is a challengingproblem in various ways. From the visualization point of view the difficulties arise from thehardware limitations for presenting a complex scene at interactive frame rates. Forcommunications the challenge is the management of a high number of participants withoutsacrificing the simulation's performance. We analyze solutions that make possible therealization of simulations with high realism using consumer level equipment available today.