Proceedings of the 2010 Winter Simulation Conference 2010
DOI: 10.1109/wsc.2010.5679112
|View full text |Cite
|
Sign up to set email alerts
|

Scaling virtual worlds: Simulation requirements and challenges

Abstract: Virtual worlds use simulation to create a fully-immersive 3D space in which users interact and collaborate in real time. It is still a great challenge to scale virtual worlds to provide rich user experiences, high level of realism, and innovative usages. There are three unique simulation requirements in scaling virtual worlds: (1) large-scale, real time and perpetual simulations with distributed interaction, (2) simultaneous visualization for many endpoints with unique perspectives, and (3) multiple simulation… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
15
0

Year Published

2013
2013
2022
2022

Publication Types

Select...
4
2

Relationship

0
6

Authors

Journals

citations
Cited by 24 publications
(17 citation statements)
references
References 19 publications
0
15
0
Order By: Relevance
“…For this discussion, "real-time" refers to the simplified metric of frame rate, or the frequency with which a computer graphics system can render a scene. As graphics hardware and algorithms have pushed the threshold of what can be computed and displayed at 30 or more frames per second-a typically accepted minimum frame rate for real-time perception [Kumar et al 2008;Liu et al 2010]-virtual world applications have provided increasingly detailed visuals commensurate with the techniques of the time. Thus, alongside games, 3D modeling software, and to a certain extent 3D cinematic animation (qualified as such because the real-time constraint is lifted for the final product), virtual worlds have seen a progression of visual detail from flat polygons to smooth shading and texture mapping and finally to programmable shaders, which can apply transformations and other computations to graphical elements with great efficiency and flexibility.…”
Section: Realismmentioning
confidence: 99%
See 4 more Smart Citations
“…For this discussion, "real-time" refers to the simplified metric of frame rate, or the frequency with which a computer graphics system can render a scene. As graphics hardware and algorithms have pushed the threshold of what can be computed and displayed at 30 or more frames per second-a typically accepted minimum frame rate for real-time perception [Kumar et al 2008;Liu et al 2010]-virtual world applications have provided increasingly detailed visuals commensurate with the techniques of the time. Thus, alongside games, 3D modeling software, and to a certain extent 3D cinematic animation (qualified as such because the real-time constraint is lifted for the final product), virtual worlds have seen a progression of visual detail from flat polygons to smooth shading and texture mapping and finally to programmable shaders, which can apply transformations and other computations to graphical elements with great efficiency and flexibility.…”
Section: Realismmentioning
confidence: 99%
“…Based on this article's prime criterion that a fully-realized Metaverse must provide a milieu for human culture and interaction, scalability may thus be the most challenging virtual world feature of all, as the physical world is of enormous and potentially infinite scale on many levels and dimensions. Three dimensions of virtual world scalability have been identified in the literature [Liu et al 2010]. …”
Section: Scalabilitymentioning
confidence: 99%
See 3 more Smart Citations