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Edge indexing in a grid for highly dynamic virtual environments

Newly emerging game-based application systems provide three-dimensional virtual environments where multiple users interact with each other in realtime. Such virtual worlds are filled with autonomous, mutable virtual content which is continuously augmented by the users. To make the systems highly scalable and dynamically extensible, they are usually built on a client-server based grid subspace division where the virtual worlds are partitioned into manageable sub-worlds. In each sub-world, the user continuously receives relevant geometry updates of moving objects via a streaming process from remotely connected servers and renders them according to her viewpoint, rather than retrieving them from a local storage medium.