DocumentCode
1372314
Title
Dynamic Terrain for Multiuser Real-Time Environments
Author
Ellis, C. ; Babenko, P. ; Goldiez, B. ; Daly, J. ; Martin, G.A.
Author_Institution
Univ. of Central Florida, Orlando, FL, USA
Volume
30
Issue
1
fYear
2010
Firstpage
80
Lastpage
84
Abstract
Despite the pursuit for increased realism in VR training simulations and massively multiplayer online games, we find little deployed capability to modify terrain. Usually, terrain is stored in a static database and then preprocessed to support multiple levels of detail and to rectify features with the ground. Also, dynamic-terrain research has concentrated on graphics simulations for single users; we´ve found no research on systems that can support 500 or more user systems. Many obstacles to implementing large-scale dynamic-terrain simulations are hardware based such simulations need large amounts of memory and computing power. However, recent advances in computer hardware can help ameliorate these problems. In particular, high-performance computing clusters (HPCCs) offer an expandable set of computing elements, large amounts of memory and storage, and high-speed connections that remove many of the hardware limitations. Additionally, the industry´s movement toward multi- or many-core machines indicates that research done today on high-performance computers (HPCs) could find its way into future commodity systems.
Keywords
virtual reality; dynamic terrain; high-performance computing cluster; multiplayer online game; multiuser real-time environment; virtual training; Computational modeling; Computer graphics; Computer industry; Ground support; Hardware; Large-scale systems; Spatial databases; Virtual reality; PC clusters; distributed VR; military applications; physically based simulation; training;
fLanguage
English
Journal_Title
Computer Graphics and Applications, IEEE
Publisher
ieee
ISSN
0272-1716
Type
jour
DOI
10.1109/MCG.2010.5
Filename
5370745
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