Advertisement

Optimizing Communication in Distributed Virtual Environments by Specialized Protocols

  • Dieter Schmalstieg
  • Michael Gervautz
  • Peter Stieglecker
Conference paper
Part of the Eurographics book series (EUROGRAPH)

Abstract

A successful implementation of a distributed virtual environment should be built on a strong network layer. The network as a constrained resource must be used efficiently, and also the structure of communication should allow to select those features that are needed without having to support needlessly complicated protocols. Therefore we designed a set of specialized protocols tailored for dedicated tasks of communication in virtual environments. The combination of these protocols yields the desired communication functions without introducing much overhead. In particular, it is possible for participants with varying degrees of capability to use the virtual environment and to communicate with each other.

Keywords

Virtual Environment Authoring Protocol External Application Default Representation Interaction Protocol 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. [Appi92]
    P. Appino, J. Lewis, L. Koved, D. Ling, D. Rabenhorst, C. Codella: An Architecture for Virtual Worlds. Presence, Vol. 1, No. 1, pp. 1–17 (1992)Google Scholar
  2. [Benf93]
    S. Benford, L. Fahlen: A spatial model of interaction in large-scale virtual environments. 3rd European Conference on CSCW, pp. 109–124 (1993)Google Scholar
  3. [Bric94]
    W. Bricken, G. Coco: The VEOS Project. Presence, Vol. 3, No. 2, pp. 111–129 (1994)Google Scholar
  4. [Brol95]
    W. Broil: Interacting in Distributed Collaborative VE. Proc. of VRAIS’95 (1995)Google Scholar
  5. [Carl93]
    C. Carlsson, O. Hagsand: DIVE-A platform for multi-user virtual environments. Computers & Graphics, Vol. 17, No. 6, pp. 663–669 (1993)CrossRefGoogle Scholar
  6. [Funk92]
    T. Funkhouser, C. Sequin, S. Teller: Management of Large Amounts of Data in Interactive Building Walkthroughs. SIGGRAPH Symposium on Interactive 3D Graphics, pp. 11–20 (1992)Google Scholar
  7. [Funk93]
    T. Funkhouser, C. Sequin: Adaptive Display Algorithm for Interactive Frame Rates During Visualisation of Complex Virtual Environments. Proceedings of SIGGRAPH’93, pp. 247–254 (1993)Google Scholar
  8. [Funk95]
    T. Funkhouser: RING — A Client-Server System for Multi-User Virtual Environments. SIGGRAPH Symposium on Interactive 3D Graphics, pp. 85–92 (1995)Google Scholar
  9. [Hard95]
    J. Hardenberg, G. Bell, M. Pesce: VRML: Using 3D to surf the Web. SIGGRAPH’95 Course, No. 12 (1995)Google Scholar
  10. [ISO89]
    ISO: Programmer’s Hierarchical Interactive Graphics System Functional Description. ISO/IEC 9592: 1 (1989)Google Scholar
  11. [Mace94]
    M. Macedonia, M. Zyda, D. Pratt, P. Barham, S. Zeswitz: NPSNET: A Network Software Architecture for Large-Scale Virtual Environment. Presence, Vol. 3, No. 4, pp. 265–287 (1994)Google Scholar
  12. [Magn83]
    N. Magnenat-Thalmann, D. Thalmann: The Use of High-Level 3-D Graphical Types in the Mira Animation System. Computer Graphics and Applications, pp. 9–16 (1983)Google Scholar
  13. [Schm95]
    D. Schmalstieg, M. Gervautz: Towards a Virtual Environment for Interactive World Building. Proceedings of the GI Workshop on Modeling — Virtual Worlds — Distributed Graphics, Bonn. Also Technical Report TR-186-2-95-08, Vienna University of Technology, Austria (1995). ftp://ftp.cg.tuwien.ac.at/TR/95/TR-186-2-95-08Paper.ps.gzGoogle Scholar
  14. [Schm96]
    D. Schmalstieg, M. Gervautz: Demand-driven geometry transmission for Distributed Virtual Environments. To appear in: Proc. of EUROGRAPHICS’96, Poitiers, France, August 1996. Also technical report TR-186-2-96-02, Vienna University of Technology, Austria (1996). ftp://ftp.cg.tuwien.ac.at/TR/96/TR-186-2-96-02Paper.ps.gzGoogle Scholar
  15. [Sing95]
    S. Singhal, D. Cheriton: Exploiting Position History for Efficient Remote Rendering in Networked Virtual Reality. Presence, Vol. 4, No. 2, pp. 169–194 (1995)Google Scholar
  16. [Snow94]
    D. Snowdon, A. West: AVIARY: Design Issues for Future Large-Scale Virtual Environments. Presence, Vol. 3, No. 4, pp. 288–308 (1994)Google Scholar
  17. [Stra92]
    P. Strauss, R. Carey: An Object Oriented 3D Graphics Toolkit. Proceedings of SIGGRAPH’92, No. 2, pp. 341 (1992)Google Scholar
  18. [Zyda92]
    M. Zyda, D. Pratt, J. Monahan, K. Wilson: NPSNET: Constructing a 3D Virtual World. SIGGRAPH Symposium on Interactive 3D Graphics, pp. 147 (1992)Google Scholar

Copyright information

© Springer-Verlag/Wien 1996

Authors and Affiliations

  • Dieter Schmalstieg
    • 1
  • Michael Gervautz
    • 1
  • Peter Stieglecker
    • 1
  1. 1.Institute of Computer GraphicsVienna University of TechnologyAustria

Personalised recommendations