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Issue No.06 - November (1996 vol.16)
pp: 50-57
ABSTRACT
People have a natural desire to make multiuser virtual environments large in spatial extent, in number of objects, and in number of users interacting with the environment. However, doing this brings up several problems, among them efficiently managing the flow of large amounts of data among many users, representing precise position and velocity information about objects arrayed across a large volume of space, and allowing designers to create parts of a virtual environment separately and combine them together later. Locales provide an efficient solution to these problems by breaking up a virtual world into chunks that can be described and communicated independently.
INDEX TERMS
distributed virtual environments, regions, multicast communications, multiple coordinate systems
CITATION
John W. Barrus, Richard C. Waters, David B. Anderson, "Locales: Supporting Large Multiuser Virtual Environments", IEEE Computer Graphics and Applications, vol.16, no. 6, pp. 50-57, November 1996, doi:10.1109/38.544072
REFERENCES
1. J. Calvin et al., "The SIMNET Virtual World Architecture," Proc. IEEE Virtual Reality Ann. Int'l Symp. (VRAIS), IEEE Computer Society Press, Los Alamitos, Calif., 1993, pp. 450-455.
2. J.W. Barrus and R.C. Waters, "QOTA: A Fast, Multipurpose Algorithm for Terrain Following in Virtual Environments," tech. report 96-17, MERL, Cambridge, Mass., Sept. 1996.
3. T.A. Funkhouser, C.H. Sequin, and S.J. Teller, "Management of Large Amounts of Data in Interactive Building Walkthroughs," ACM Siggraph Special Issue on 1992 Symp. on Interactive 3D Graphics, 1992, pp. 11-20.
4. M.R. Macedonia et al., "Exploiting Reality with Multicast Groups," IEEE CG&A, Vol. 15, No. 5, Sept. 1995, pp. 38-45.
5. P. Curtis and D.A. Nichols, “MUDs Grow Up: Social Virtual Reality in the Real World,” Proc. IEEE Computer Conf., IEEE CS Press, Los Alamitos, Calif., 1994, pp. 193-200 (or ftp.parc.xerox.com/pub/MOO/papers/MUDsGrowUp.ps).
6. R. Kazman, "Load Balancing, Latency Management and Separation of Concerns in a Distributed Virtual World," Chapter 18, in Parallel Computations—Paradigms and Applications, A. Zomaya, ed., Int'l Thomson Computer Press, London, 1996.
7. T.A. Funkhouser, "RING: A Client-Server System for Multi-User Virtual Environments," ACM Siggraph Special Issue on 1995 Symp. on Interactive 3D Graphics, 1995, pp. 85-92.
8. D.B. Anderson et al., "Diamond Park and Spline: A Social Virtual Reality System with 3D Animation, Spoken Interaction, and Runtime Modifiability," tech. report 96-02, MERL, Cambridge, Mass., Jan. 1996.
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