An Object-Oriented Software Framework for Large-Scale Networked Virtual Environments

Author(s):  
Frédéric Dang Tran ◽  
Anne Gérodolle
1997 ◽  
Vol 6 (5) ◽  
pp. 547-564 ◽  
Author(s):  
David R. Pratt ◽  
Shirley M. Pratt ◽  
Paul T. Barham ◽  
Randall E. Barker ◽  
Marianne S. Waldrop ◽  
...  

This paper examines the representation of humans in large-scale, networked virtual environments. Previous work done in this field is summarized, and existing problems with rendering, articulating, and networking numerous human figures in real time are explained. We have developed a system that integrates together some well-known solutions along with new ideas. Models with multiple level of details, body-tracking technology and animation libraries to specify joint angles, efficient group representations to describe multiple humans, and hierarchical network protocols have been successfully employed to increase the number of humans represented, system performance, and user interactivity. The resulting system immerses participants effectively and has numerous useful applications.


1995 ◽  
Vol 4 (2) ◽  
pp. 194-208 ◽  
Author(s):  
John Morrison

Four challenges to building large networked virtual environments (NVEs) are ever-increasing complexity, fidelity, scalability, and portability. We require a powerful, flexible, efficient, portable software infrastructure to overcome these challenges. We examine one such example, software infrastructure, which is currently the basis of dozens of NVE efforts. Its use of modern object-oriented inheritance and its use of an interpreted configuration programming language meet these requirements while achieving the efficiency to support thousands of entities on current-generation hardware.


2008 ◽  
Vol 25 (5) ◽  
pp. 329-341 ◽  
Author(s):  
Wim Lamotte ◽  
Peter Quax ◽  
Eddy Flerackers

2001 ◽  
Vol 10 (1) ◽  
pp. 22-34 ◽  
Author(s):  
Roger Hubbold ◽  
Jon Cook ◽  
Martin Keates ◽  
Simon Gibson ◽  
Toby Howard ◽  
...  

This paper describes a publicly available virtual reality (VR) system, GNU/MAVERIK, which forms one component of a complete VR operating system. We give an overview of the architecture of MAVERIK, and show how it is designed to use application data in an intelligent way, via a simple, yet powerful, callback mechanism that supports an object-oriented framework of classes, objects, and methods. Examples are given to illustrate different uses of the system and typical performance levels.


Author(s):  
F.D. Tran ◽  
M. Deslaugiers ◽  
A. Gerodolle ◽  
L. Hazard ◽  
N. Rivierre

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