Tutorial-1: 3D Virtual Worlds: Challenges, Opportunities and
Current Research
Duration: 2 Hours
Rich, large-scale, user-generated virtual worlds have been a part of
science fiction for decades. Systems such as Second Life, Eve Online
and World of Warcraft have been able to bring this vision to reality
to some extent. However, such worlds still present significant
technical challenges due to the limitations of computational and
network resources. A virtual world can be larger than what a single
machine will store, so it is distributed over a set of cloud servers
and has to be loaded over the Internet. Furthermore, since the world
may contain millions of 3D objects, it is too expensive for a
graphics card to render them at interactive frame rates. Finally,
due to their dynamic, user-generated nature, we cannot simply rely
on hand-crafted or pre-computed levels of detail. Combined, these
factors lead to several research problems, including how to
dynamically partition a world across multiple servers, and how to
automatically compact, aggregate and simplify 3D content.
Initially, my talk will focus on an introduction and overview of
existing virtual world systems. It will then describe some of the
challenges and limitations that still exist in today’s virtual
worlds. Finally, it will focus on the design and implementation of a
research-based virtual world system that overcomes many of the
limitations of existing virtual worlds. This includes a
simplification pipeline for 3D models in virtual worlds. The
pipeline addresses the problems described above using three novel
algorithms, one to group together visually similar objects, one for
deduplicating similar objects within these groups, and one for
simplifying the resulting aggregation of objects. Together, these
algorithms leverage the spatial coherence and instancing typical to
virtual worlds to enable large, immersive environments consisting of
hundreds of thousands of objects to quickly load from the cloud and
render at interactive frame rates.
Key objectives
- To get an introduction and overview of 3D virtual worlds.
- To explore the challenges in the field of virtual world systems.
- To get an introduction to state-of-the-art research in virtual
worlds.
Tutorial Outline
- Introduction to 3D Virtual Worlds
- Challenges and limitations in existing virtual worlds
- Design and Implementation of Sirikata, a new research-based
virtual world
- Design of a new simplification pipeline for virtual world content
- Opportunities for further research in this area
Targeted Audience
Our target ordinance includes academics and companies, postgrad
students, and other researchers and engineers. The tutorial will be
a great venture especially for students at both the graduate and
under-graduate levels to pursue research/development in this area.
Tutorial Fees
For Students:
IEEE Student Members: Rs. 500
Non-IEEE Student Members: Rs. 800
For Professionals:
IEEE Members: Rs. 3000
Non-IEEE Members: Rs. 4000
Instructor Biography
Tahir Azim is currently an assistant professor at the National
University of Sciences and Technology (NUST) in Pakistan. His
research interests include distributed systems, networks, 3D virtual
worlds, and parallel computing. He received a BE from NUST, and an
MS and PhD from Stanford University in 2014 under the guidance of
Philip Levis. In the past, he has also been actively involved in
distributed systems research projects at the California Institute of
Technology (Caltech) and the European Organization for Nuclear
Research (CERN).