Displaying large user-generated virtual worlds from the cloud
Tahir Azim, Ewen Cheslack-Postava, Philip A. Levis · 2013
Unlike most graphics systems, a shared, user-generated virtual world is created on-the-fly by end users rather than professional artists. Objects in the world can come and go, and the world can be composed of so many models and textures that it cannot be stored locally on disk. The content must be stored in a shared, networked resource such as the cloud and delivered to clients dynamically.