Abstract
This paper describes the client-server design, implementation and experimental results for a system that supports real-time visual interaction between a large number of users in a shared 3D virtual environment. The key feature of the system is that server-based visibility algorithms compute potential visual interactions between entities representing users in order to reduce the number of messages required to maintain consistent state among many workstations distributed across a wide-area network. When an entity changes state, update messages are sent only to workstations with entities that can potentially perceive the change - i.e., ones to which the update is visible. Initial experiments show a 40x decrease in the number of messages processed by client workstations during tests with 1024 entities interacting in a large densely occluded virtual environment.
Original language | English (US) |
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Pages | 85-92 |
Number of pages | 8 |
State | Published - Jan 1 1995 |
Event | Proceedings of the 1995 Symposium on Interactive 3D Graphics - Monterey, CA, USA Duration: Apr 9 1995 → Apr 12 1995 |
Other
Other | Proceedings of the 1995 Symposium on Interactive 3D Graphics |
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City | Monterey, CA, USA |
Period | 4/9/95 → 4/12/95 |
All Science Journal Classification (ASJC) codes
- Software
- Human-Computer Interaction
- Computer Graphics and Computer-Aided Design