Crowded collaborative virtual environments
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Three-tiered interest management for large-scale virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Interactive Multiuser VEs in the DIVE System
IEEE MultiMedia
IEEE Computer Graphics and Applications
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Network Topologies for Scalable Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Locales and Beacons: Efficient and Precise Support for Large Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Space-Scale Structure for Information Rejection in Large-Scale Distributed Virtual Environments
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
An Evaluation of Grouping Techniques for State Dissemination in Networked Multi-User Games
MASCOTS '01 Proceedings of the Ninth International Symposium in Modeling, Analysis and Simulation of Computer and Telecommunication Systems
An Overview of the COVEN Platform
Presence: Teleoperators and Virtual Environments
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
A Latency-Aware Partitioning Method for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
A dynamical adjustment partitioning algorithm for distributed virtual environment systems
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
A comparative study of partitioning methods for crowd simulations
Applied Soft Computing
A bidimensional data structure and spatial optimization for supermassive crowd simulation on GPU
Computers in Entertainment (CIE) - SPECIAL ISSUE: Games
The virtual marathon: parallel computing supports crowd simulations
IEEE Computer Graphics and Applications - Special issue on non-photorealistic rendering a virtual environment for teaching social skills
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
A Parallel Interest Matching Algorithm for Distributed-Memory Systems
DS-RT '11 Proceedings of the 2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications
Technical Section: Realistic modeling of spectator behavior for soccer videogames with CUDA
Computers and Graphics
SParTSim: A Space Partitioning Guided by Road Network for Distributed Traffic Simulations
DS-RT '12 Proceedings of the 2012 IEEE/ACM 16th International Symposium on Distributed Simulation and Real Time Applications
Dynamic load balancing in distributed virtual environments using heat diffusion
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
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We investigate several techniques that partition a crowded virtual environment into regions that can be managed by separate servers or mapped onto different multicast groups. When constructing a partitioning, we attempt to minimize overhead of the partitioning with respect to network management, whilst maintaining a bound on the number of entities that are mapped to any particular server or group.We compare several partitioning schemes: quad tree, k-d tree unconstrained, k-d tree constrained, and region growing. With our simulations of a crowded virtual environment modelled on a part of central London, we find that the region growing technique give the best overall results.