This paper examines the representation of humans in large-scale, netwo
rked virtual environments. Previous work done in this field is summari
zed, and existing problems with rendering, articulating and networking
numerous human figures in real time are explained. We have developed
a system that integrates together some well-known solutions along with
new ideas. Models with multiple level of details, body-tracking techn
ology and animation libraries to specify joint angles, efficient group
representations to describe multiple humans, and hierarchical network
protocols have been successfully employed to increase the number of h
umans represented, system performance, and user interactivity The resu
lting system immerses participants effectively and has numerous useful
applications.