Title
Dynamic Terrain For Multiuser Real-Time Environments
Keywords
Distributed VR; Military applications; PC clusters; Physically based simulation; Training
Abstract
Dynamic terrain is useful for enhancing realism and immersion in VR simulation. Current approaches typically limit the resolution or size of the editable region of terrain, or handle one or few clients simultaneously. Our primary goals are to simulate large regions of terrain with dynamic attributes and to handle many clients simultaneously. To achieve these goals, we present two models of distributed dynamic-terrain databases, which we're utilizing the resources of a high-performance computing cluster (HPCC) to prototype. The first model breaks the terrain into mutually exclusive pieces, which are distributed among compute nodes, while the second model uses total terrain-data replication across multiple compute nodes. We compare the advantages and disadvantages of each model and discuss optimization techniques for each. © 2010 IEEE.
Publication Date
1-1-2010
Publication Title
IEEE Computer Graphics and Applications
Volume
30
Issue
1
Number of Pages
80-84
Document Type
Article
Personal Identifier
scopus
DOI Link
https://doi.org/10.1109/MCG.2010.5
Copyright Status
Unknown
Socpus ID
75149113169 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/75149113169
STARS Citation
Ellis, Christopher; Babenko, Pavel; Goldiez, Brian; Daly, Jason; and Martin, Glenn A., "Dynamic Terrain For Multiuser Real-Time Environments" (2010). Scopus Export 2010-2014. 1845.
https://stars.library.ucf.edu/scopus2010/1845