SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
NetEffect: a network architecture for large-scale multi-user virtual worlds
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
VIRTUS: a collaborative multi-user platform
Proceedings of the fourth symposium on Virtual reality modeling language
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Concurrency Control in Distributed Database Systems
ACM Computing Surveys (CSUR)
Time, clocks, and the ordering of events in a distributed system
Communications of the ACM
Consistency maintenance in real-time collaborative graphics editing systems
ACM Transactions on Computer-Human Interaction (TOCHI)
Interactive Multiuser VEs in the DIVE System
IEEE MultiMedia
Multi-perspective collaborative design in persistent networked virtual environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
MASSIVE: a distributed virtual reality system incorporating spatial trading
ICDCS '95 Proceedings of the 15th International Conference on Distributed Computing Systems
Supporting continuous consistency in multiplayer online games
Proceedings of the 12th annual ACM international conference on Multimedia
CyberWalk: a web-based distributed virtual walkthrough environment
IEEE Transactions on Multimedia
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
Motion prediction for caching and prefetching in mouse-driven DVE navigation
ACM Transactions on Internet Technology (TOIT)
Technology supports for distributed and collaborative learning over the internet
ACM Transactions on Internet Technology (TOIT)
Motion Prediction for Online Gaming
Motion in Games
Selection strategies for peer-to-peer 3D streaming
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
An incremental SMLAOI algorithm for progressive downloading large scale WebVR scenes
Proceedings of the 14th International Conference on 3D Web Technology
M-GRASP: a GRASP with memory for latency-aware partitioning methods in DVE systems
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Game-on-demand:: An online game engine based on geometry streaming
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Dynamic radiosity on multi-resolution models
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
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Multiplayer online 3D games are becoming very popular in recent years. However, existing games require the complete game content to be installed prior to game playing. Since the content is usually large in size, it may be difficult to run these games on a PDA or other handheld devices. It also pushes game companies to distribute their games as CDROMs/DVDROMs rather than online downloading. On the other hand, due to network latency, players may perceive discrepant status of some dynamic game objects. In this paper, we present a game-on-demand (GameOD) framework to distribute game content progressively in an on-demand manner. It allows critical contents to be available at the players' machines in a timely fashion. We present a simple distributed synchronization method to allow concurrent players to synchronize their perceived game status. Finally, we show some performance results of the proposed framework.