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Dynamic Terrain for Multiuser Real-Time Environments
January/February 2010 (vol. 30 no. 1)
pp. 80-84
| ASCII Text | x | ||
| Christopher Ellis, Pavel Babenko, Brian Goldiez, Jason Daly, Glenn A. Martin, "Dynamic Terrain for Multiuser Real-Time Environments," IEEE Computer Graphics and Applications, vol. 30, no. 1, pp. 80-84, January/February, 2010. | |||
| BibTex | x | ||
| @article{ 10.1109/MCG.2010.5, author = {Christopher Ellis and Pavel Babenko and Brian Goldiez and Jason Daly and Glenn A. Martin}, title = {Dynamic Terrain for Multiuser Real-Time Environments}, journal ={IEEE Computer Graphics and Applications}, volume = {30}, number = {1}, issn = {0272-1716}, year = {2010}, pages = {80-84}, doi = {http://doi.ieeecomputersociety.org/10.1109/MCG.2010.5}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - MGZN JO - IEEE Computer Graphics and Applications TI - Dynamic Terrain for Multiuser Real-Time Environments IS - 1 SN - 0272-1716 SP80 EP84 EPD - 80-84 A1 - Christopher Ellis, A1 - Pavel Babenko, A1 - Brian Goldiez, A1 - Jason Daly, A1 - Glenn A. Martin, PY - 2010 KW - physically based simulation KW - distributed VR KW - PC clusters KW - training KW - military applications VL - 30 JA - IEEE Computer Graphics and Applications ER - | |||
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/MCG.2010.5
Dynamic terrain is useful for enhancing realism and immersion in VR simulation. Current approaches typically limit the resolution or size of the editable region of terrain, or handle one or few clients simultaneously. Our primary goals are to simulate large regions of terrain with dynamic attributes and to handle many clients simultaneously. To achieve these goals, we present two models of distributed dynamic-terrain databases, which we're utilizing the resources of a high-performance computing cluster (HPCC) to prototype. The first model breaks the terrain into mutually exclusive pieces, which are distributed among compute nodes, while the second model uses total terrain-data replication across multiple compute nodes. We compare the advantages and disadvantages of each model and discuss optimization techniques for each.
1. C. Lisle et al., "Architectures for Dynamic Terrain and Dynamic Environments in Distributed Interactive Simulation," Proc. 10th Distributed Interactive Simulation Workshop on Standards for the Interoperability of Defense Simulations, vol. 2, Institute for Simulation and Training, 1994, pp. 88–106.
2. C. Ellis, P. Babenko, and B. Goldiez, "Distributed Dynamic Terrain in a High-Performance Computing Cluster Environment," 2009; http://webstokes.ist.ucf.edu.
3. L. Lamport, Generalized Consensus and Paxos, tech. report MSR-TR-2005-33, Microsoft Research, 2005.
Index Terms:
physically based simulation, distributed VR, PC clusters, training, military applications
Citation:
Christopher Ellis, Pavel Babenko, Brian Goldiez, Jason Daly, Glenn A. Martin, "Dynamic Terrain for Multiuser Real-Time Environments," IEEE Computer Graphics and Applications, vol. 30, no. 1, pp. 80-84, Jan.-Feb. 2010, doi:10.1109/MCG.2010.5
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