RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
NPSNET: a multi-player 3D virtual environment over the Internet
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Interactive Multiuser VEs in the DIVE System
IEEE MultiMedia
Locales: Supporting Large Multiuser Virtual Environments
IEEE Computer Graphics and Applications
Toward a Peer-to-Peer Shared Virtual Reality
ICDCSW '02 Proceedings of the 22nd International Conference on Distributed Computing Systems
BrickNet: sharing object behaviors on the Net
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
A case for 3D streaming on peer-to-peer networks
Proceedings of the eleventh international conference on 3D web technology
Network-Based Visualization of 3D Landscapes and City Models
IEEE Computer Graphics and Applications
A framework for scalable virtual worlds using spatially organized P2P networks
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
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
Peer-assisted view-dependent progressive mesh streaming
MM '09 Proceedings of the 17th ACM international conference on Multimedia
Game-on-demand:: An online game engine based on geometry streaming
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Streaming and synchronization of multi-user worlds through HTTP/1.1
Proceedings of the 16th International Conference on 3D Web Technology
Hybrid P2P schemes for remote terrain interactive visualization systems
Future Generation Computer Systems
Hi-index | 0.00 |
The ever increasing speed of Internet connections has led to a point where it is actually possible for every end user to seamlessly share data on Internet. Peer-To-Peer (P2P) networks are typical of this evolution. The goal of our paper is to show that server-less P2P networks with self-adaptive assignment techniques can efficiently deal with very large environments such as met in the geovisualization domain. Our method allows adaptative view-dependent visualization thanks to a hierarchical and progressive data structure that describes the environment. In order to assess the global efficiency of this P2P technique, we have implemented a dedicated real time simulator. Experimentation results are presented using a hierarchical LOD model of a very large urban environment.