This was a full day course 20th on March 2011 at IEEE Virtual Reality 2011, in Singapore. The course was given by Anthony Steed. Manuel Fradinho Oliveira assisted in the preparation of some of the materials.
Abstract
Our course will introduce attendees to best practice and recent advances in the networking of graphics applications. We take a broad view of networked graphics, including the domains of network games, virtual reality and networked simulations. We start by demonstrating why networked graphics applications have different requirements on the network compared to “normal” applications. We then pay particular attention to the issues of latency and scalability. We include some more detailed case studies including EA’s BurnoutTM Paradise, Linden Labs’ Second Life and the DIS standard.
Target Audience
The audience will be doctoral students, engineers and others interested in developing or exploiting networked graphics, ranging from computer games through to collaborative immersive virtual reality. They will have some awareness of networking, such as what the Internet Protocols are. The expected value is that the audience will be much better placed to access the enormous, but diverse, resources that can support their own experiments. This is not a boilerplate coding course, but we will make available some example code that tutees can use immediately if they wish.
Materials
The materials are copyright the authors. Please let us know if you plan to use them.
- Slides Part 1 (pptx, pdf)
- Slides Part 2 (pptx, pdf)
- Slides Part 3 (pptx, pdf)
- Slides Part 4 (pptx, pdf)
- Timetable & Overview (docx, pdf)