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1 Temporal Contour (from the Blue Player’s

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1 Temporal Contour (from the Blue Player’s

Temporal Contour (from the Blue Player’s Perspective)

Perspective)

t t

x x y

y

Temporal Distortion Temporal Distortion

Blue view Blue view

Orange view Orange view

Properties of the Co

Properties of the Co- -ordinate System ordinate System

‹‹The coThe co--ordinate system is defined ordinate system is defined independently for each player independently for each player

‹

‹Depends on the player’s current Depends on the player’s current position and the delay of arriving position and the delay of arriving information

information

‹

‹Changes dynamically as the player Changes dynamically as the player moves or as the network properties moves or as the network properties change

change

‹

‹Defines how a passive object Defines how a passive object should be rendered should be rendered

‹

‹Two interacting objects are Two interacting objects are rendered at the same time rendered at the same time reference point reference point

‹‹Each user perceives all collisions Each user perceives all collisions correctly

correctly

‹

‹Objects that approach the local Objects that approach the local user are rendered in the user’s user are rendered in the user’s time

time

‹

‹Smooth movementSmooth movement

Generalizing the Local Temporal Contour Generalizing the Local Temporal Contour

‹‹

Limitations: Limitations:

™

™players are capable of moving along a single axis onlyplayers are capable of moving along a single axis only

™

™supports twosupports twoactive objects onlyactive objects only

‹‹

Generalization to a 4D Generalization to a 4D co co- -ordinate ordinate system system requires preserving requires preserving for the local user:

for the local user:

™™interactinginteractingnaturally withnaturally withpassive objects passive objects in vicinityin vicinity

™

™seeingseeingremote interactions remote interactions (passive(passive--toto--passive,passive,passivepassive--toto--active)active) naturally

naturally

™

™perceivingperceivingsmooth motion of remote objectssmooth motion of remote objects

Local Temporal Contour Local Temporal Contour

‹

‹

The local user at ( The local user at (0, 0, 0 0, 0, 0) )

‹‹

Each active object is Each active object is assigned a assigned a t

t

value value corresponding

corresponding to its latency to its latency

‹‹

Interpolate Interpolate the contour the contour over over all active objects including all active objects including local

local

‹‹

Contour defines a suitable Contour defines a suitable t

t

value for each spatial point value for each spatial point

local local

tt

y y

x x

Linear Temporal Contours Linear Temporal Contours

x x d( d (p p, , r r) )

r r p

p

x x d( d (r r, , p p) )

r

r

p p

(2)

2 2½- 2½ -Dimensional Temporal Contour Dimensional Temporal Contour

t t

x x y

y

Multiple Players: Aggregating the Temporal Multiple Players: Aggregating the Temporal

Contours Contours

x x d( d (p p, , r r) )

r r

p p q q s s

d d( (p p, , q q) )

d d( (p p, , s s) )

x x d( d (p p, , r r) )

r r

p p q q s s

d( d (p p, , q q) ) d d( (p p, , s s) )

Worth Noting Worth Noting

‹

‹

simple linear functions instead of continuous temporal simple linear functions instead of continuous temporal contours

contours

‹

‹

LPFs are the ‘opposite’ of dead reckoning LPFs are the ‘opposite’ of dead reckoning

™

™no prediction for remote playersno prediction for remote players

‹‹

the closer the players get, the more noticeable the temporal the closer the players get, the more noticeable the temporal distortion becomes

distortion becomes

™™in critical proximity interaction becomes impossiblein critical proximity interaction becomes impossible

™™no mêléeno mêlée

Problems Problems

‹

‹

possibly visual disruptions on impact possibly visual disruptions on impact ⇒

shadows (see the shadows (see the lecture notes for details)

lecture notes for details)

‹

‹

sudden changes in the player’s position or delay can cause sudden changes in the player’s position or delay can cause unwanted effects

unwanted effects

™™if a player leaves the game, what happens to the temporal contouif a player leaves the game, what happens to the temporal contour?r?

™

™third party instrusion: someone with a high delay ‘blocks’ the ithird party instrusion: someone with a high delay ‘blocks’ the incoming ncoming entities

entities

™™jitter: entities start to bounce back and forth in timejitter: entities start to bounce back and forth in time

Bullet Time Bullet Time

‹‹

movies: visual effect combining slow motion with dynamic movies: visual effect combining slow motion with dynamic camera movement

camera movement

‹

‹

computer games: player can slow down the surroundings to computer games: player can slow down the surroundings to have

have more time

more time

to make decisions to make decisions

‹

‹

easy in single player games: slow down the game! easy in single player games: slow down the game!

‹‹

how about multiplayer games? how about multiplayer games?

Bullet Time in Multiplayer Games Bullet Time in Multiplayer Games

‹‹

two approaches: two approaches:

™

™speed up the playerspeed up the player

™

™slow down the other playersslow down the other players

‹

‹

if a player can slow down/speed up the time, how it will affect if a player can slow down/speed up the time, how it will affect the other players?

the other players?

™

™localize the temporal distortion to the immediate surroundings olocalize the temporal distortion to the immediate surroundings of the f the player

player

‹

‹

but how to do that? but how to do that?

⇒⇒

local perception filters! local perception filters!

(3)

3 Adding Bullet Time to LPFs

Adding Bullet Time to LPFs

‹

‹

player using the bullet time has more time to react player using the bullet time has more time to react

the delay between bullet the delay between bullet- -timed player and the other players timed player and the other players increases

increases

‹

‹

add artificial delay to the temporal contour add artificial delay to the temporal contour

p p Shoots Shoots r r Without Bullet Time Without Bullet Time

x x d

d( (p p, , r r) )

r r p

p

x x d

d( (r r, , p p) )

r r p p

p p Shoots Shoots r r While While p p Is Using Bullet Time Is Using Bullet Time

x x d d( (p p, , r r) )

r r p

p b b( (p p) )

b

b( (p p) ) x x

d( d (r r, , p p) )

r r p

p

p p Shoots Shoots r r While While r r Is Using Bullet Time Is Using Bullet Time

x x d d( (r r, , p p) )

r p r

p b

b( (p p) )

x x d d( (p p, , r r) )

r r p p

b b( (p p) )

2½- -Dimensional Temporal Contour and Bullet Time Dimensional Temporal Contour and Bullet Time

t t

x x y

y

Open Questions Open Questions

‹‹

non non- -linear temporal contours linear temporal contours

™

™how to compute quickly?how to compute quickly?

™

™noticeable benefits (if any)?noticeable benefits (if any)?

‹

‹

numerical evaluation numerical evaluation

™

™measuring the distortion and its effectsmeasuring the distortion and its effects

‹

‹

practical evaluation practical evaluation

™

™how well does it work?how well does it work?

™

™does it allow new kinds of games?does it allow new kinds of games?

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