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dc.contributor.authorSteed, Anthonyen_US
dc.contributor.authorAngus, Cameronen_US
dc.contributor.editorM. Alexa and E. Galinen_US
dc.date.accessioned2015-07-20T09:40:50Z
dc.date.available2015-07-20T09:40:50Z
dc.date.issued2004en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20041019en_US
dc.description.abstractWe present a new spatial partitioning scheme called frontier sets. Frontier sets build on the notion of a potentially visible set (PVS) [ARB90, TS91]. In a PVS a world is sub-divided into cells and for each cell all the other cells that can be seen are computed. Frontier sets represent regions of mutual invisibility. One frontier in a frontier set considers pairs of cells, A and B. It lists two sets of cells, FAB and FBA. From no cell in FAB is any cell in FBA visible and vice-versa. We have used frontier sets to investigate peer-to-peer networking schemes for networked virtual environments. Preliminary investigation of simulations within the Quake II game engine shows that frontiers have significant promise and may allow a new class of scalable peer-to-peer game infrastructures to emerge.en_US
dc.publisherEurographics Associationen_US
dc.titleFrontier Sets: A Partitioning Scheme to Enable Scalable Virtual Environmentsen_US
dc.description.seriesinformationEurographics 2004 - Short Presentationsen_US
dc.identifier.doi10.2312/egs.20041019en_US


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