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dc.contributor.authorNaef, Martinen_US
dc.contributor.authorLamboray, Edouarden_US
dc.contributor.authorStaadt, Oliveren_US
dc.contributor.authorGross, Markusen_US
dc.contributor.editorAndreas Kunz and Joachim Deisingeren_US
dc.date.accessioned2014-01-27T10:33:39Z
dc.date.available2014-01-27T10:33:39Z
dc.date.issued2003en_US
dc.identifier.isbn978-3-905674-06-4en_US
dc.identifier.issn1727-530Xen_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGVE/IPT_EGVE2003/125-134en_US
dc.description.abstractIn this paper we present a distributed scene graph architecture for use in the blue-c, a novel collaborative immersive virtual environment. We extend the widely used OpenGL Performer toolkit to provide a distributed scene graph maintaining full synchronization down to vertex and texel level. We propose a synchronization scheme including customizable, relaxed locking mechanisms. Our distributed scene graph includes both locally stored nodes for static scene data as well as nodes shared across multiple sites, thus minimizing synchronization overhead. We discuss the performance and demonstrate the functionality of our toolkit with two prototype applications in our high-performance virtual reality and visual simulation environment.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleThe blue-c Distributed Scene Graphen_US
dc.description.seriesinformationEurographics Workshop on Virtual Environmentsen_US


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