Proceedings of the ACM Symposium on Virtual Reality Software and Technology 2002
DOI: 10.1145/585740.585768
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A multi-server architecture for distributed virtual walkthrough

Abstract: CyberWalk is a distributed virtual walkthrough system that we have developed. It allows users at different geographical locations to share information and interact within a common virtual environment (VE) via a local network or through the Internet. In this paper, we illustrate that when the number of users exploring the VE increases, the server will quickly become the bottleneck. To enable good performance, CyberWalk utilizes multiple servers and employs an adaptive data partitioning techniques to dynamically… Show more

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Cited by 82 publications
(41 citation statements)
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“…In [27] and [28], an efficient local method is proposed. When a server is overloaded, it identifies the neighboring servers with the lightest loads for load redistribution.…”
Section: Local Load Balancingmentioning
confidence: 99%
See 1 more Smart Citation
“…In [27] and [28], an efficient local method is proposed. When a server is overloaded, it identifies the neighboring servers with the lightest loads for load redistribution.…”
Section: Local Load Balancingmentioning
confidence: 99%
“…Instead of just finding neighboring servers, this method identifies a set of connected servers to the overloaded server and performs optimized repartitioning of the corresponding partitions to achieve better load balancing. As a result, this method has a higher computational cost than [27]. In [6], a local method that considers QoS is proposed.…”
Section: Local Load Balancingmentioning
confidence: 99%
“…In this article, we advocate to use the two methods as an integral scheme to conduct cache in a MP2P network. There are also related problems including prediction, synchronization and multi-server support that need to be considered [3,10,11].…”
Section: Cache Updatementioning
confidence: 99%
“…In terms of object editing, the server receives bone sketching from users, performs skeleton generation and propagates resultant skeleton to relevant users. Our platform can be further enhanced to support a large-scale collaborative work by employing our previously developed multi-server architecture [30] to construct the server. & Object transmission: Before mesh processing can be started, the user needs to download relevant 3D objects from the server.…”
Section: System Architecture Of Our Collaborative Platformmentioning
confidence: 99%