Virtual Society: Collaboration in 3D Spaces on the Internet
Computer Supported Cooperative Work - Special issue on groupware and the World Wide Web
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Scalable Prediction Based Concurrency Control for Distributed Virtual Environments
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
A new approach to area of interest management with layered-structures in 2d grid
ICCSA'05 Proceedings of the 2005 international conference on Computational Science and its Applications - Volume Part I
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Building a distributed virtual environment thatscales to many participants in low bandwidth, high latency networks is a technical challenge. The key issues are maintaining acceptable performance in the face of high latency links, and maintaining consistency of shared world data between multiple participants. Thispaper describes our overall architecture that enablesus to build such a wide area shared virtual environment targeted to the Internet. The architecture relieson spatial partitioning of the shared scene to reducecommunication, replication to hide latency, and groupcommunications to maintain replica consistency. Thispaper discusses the generic architecture, the key issuesthat must be solved and then presents two implementations of that architecture and gives performance resultsfrom one of those implementations.