Proceedings of the ACM Symposium on Virtual Reality Software and Technology - VRST '96 1996
DOI: 10.1145/3304181.3304208
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System support for scalable distributed virtual worlds

Abstract: Lack of bandwidth has been shown to be a major impediment to achieving realism in large scale virtual worlds with many interacting entities. Recent projects that have addressed this problem have, for the most part, been tied to a single application domain, typically the development of realistic military simulations. This paper presents a brief overview of the techniques to achieve scale adopted by the object execution environment of the VOID shell, a virtual world development toolkit.

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“…Our scheme scales well because it allows sourceside filtering rather than requiring filtering at a centralized server or at the client. Other schemes multicast events and filter them at the client, 7 putting an unnecessary load on the communications infrastructure and clients. Consider the example of tracking users worldwide.…”
Section: Mediationmentioning
confidence: 99%
“…Our scheme scales well because it allows sourceside filtering rather than requiring filtering at a centralized server or at the client. Other schemes multicast events and filter them at the client, 7 putting an unnecessary load on the communications infrastructure and clients. Consider the example of tracking users worldwide.…”
Section: Mediationmentioning
confidence: 99%