Reality built for two: a virtual reality tool
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Networked virtual environments
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Portals and mirrors: simple, fast evaluation of potentially visible sets
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
SpaceFusion: a multi-server architecture for shared virtual environments
VRML '97 Proceedings of the second symposium on Virtual reality modeling language
Extending Locales: Awareness Management in MASSIVE-3
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
BrickNet: sharing object behaviors on the Net
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Portals: increasing visibility in virtual worlds
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Sewing Worlds Together With SEAMs: A Mechanism to Construct Complex Virtual Environments
Presence: Teleoperators and Virtual Environments
Portals: aiding navigation in virtual museums
VAST'03 Proceedings of the 4th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
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Multi-user virtual environments implemented across the web allow many users to interact with the virtual world and each other in a seamless manner. The current standard for embedding virtual worlds in the Internet, VRML 2.0, provides links between these worlds, but it does not allow the user to see across these links before physically entering them. This paper describes the client-server design, implementation and experimental results for CurlSpace, a system that supports real-time visual interaction between many users and scalability in a shared virtual 3D environment such as the Internet. This system, developed using C++ and OpenGL, is based on using portals to connect different virtual environments (VE) in a way that visual connectivity between different VE will always be maintained.