Multi-user online Virtual worlds.

2008-2011
Role: Project lead.
Funding Metaverse project.

At the time of SecondLife buzz we started providing some extended solutions, to overcome the limitations of such online worlds: centralized approach, tiled based downloads, etc.

We proposed a complete solution to run large scale multi-user online worlds in a decentralized peer-to-peer maner together with high performance adaptive multi-resolution streaming technics for geometry and texture data delivery.

Some additional works were also done on the procedural approach in order to furhter reduce the needs in network bandwidth.

Publications

. Z3 Culling. Chapter in GPU PRO 3, 3D Engine Design part. A K Peters/CRC Press. This book chapter presents all the details regarding the talk, titled triple depth culling, we did at SIGGRAPH in 2011., 2012.

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. Triple Depth Culling. In proceedings of SIGGRAPH 2011. Vancouver, Canada. Talk Session, 2011.

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. Streaming and Synchronization of Multi-User Worlds Through HTTP/1.1. In proceedings of ACM Siggraph Web3D 2011. Paris, France., 2011.

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. Adaptive Real-Time Rendering of Planetary Terrains. In proceedings of the 18th WSCG International Conference on Computer Graphics, Visualization and Computer Vision. February 2010. Plzen - Bory, Czech Republic., 2010.

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. Adaptive Streaming and Rendering of Large Terrains: A Generic Solution. In proceedings of the 17th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision. Plzen - Bory, Czech Republic., 2009.

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