9 4 local perception filters 9 4 local perception filters
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9.4 Local Perception Filters 9.4 Local Perception Filters - PDF document

9.4 Local Perception Filters 9.4 Local Perception Filters Exploiting Exploiting Perceptual Limitations Perceptual Limitations exploiting humans perceptual limitations exploiting humans perceptual limitations Humans Humans


  1. §9.4 Local Perception Filters §9.4 Local Perception Filters Exploiting Exploiting Perceptual Limitations Perceptual Limitations � exploiting human’s perceptual limitations exploiting human’s perceptual limitations � Humans Humans have have inherent perceptual limitations inherent perceptual limitations � � � level level- -of of- -detail: less details where they cannot be observed detail: less details where they cannot be observed � � image, video and audio compression image, video and audio compression � � local perception filters local perception filters � � exploits temporal perception exploits temporal perception � � shows possibly out shows possibly out- -of of- -date information ( ≠ dead reckoning) date information ( ≠ dead reckoning) � � ensures consistent interaction ensures consistent interaction � � allows to introduce artificial delays (e.g., bullet time) allows to introduce artificial delays (e.g., bullet time) � Two approaches to exploit Two approaches to exploit � Information can provided at multiple levels of detail and at Information can provided at multiple levels of detail and at � different update rates different update rates � Mask the timeliness characteristics of information Mask the timeliness characteristics of information � Exploiting Level- -of of- -Detail Perception Detail Perception Multiple- -Channel Architecture Channel Architecture Exploiting Level Multiple � Nearby viewers Nearby viewers � Multiple independent data channels for each entity Multiple independent data channels for each entity � � � expect full graphical expect full graphical details details � � accurate structure, position, orientation accurate structure, position, orientation � Low- Low -resolution channel resolution channel → local frame rate � update rate update rate → local frame rate � Low- Low -frequency frequency, , ( ( x x , , y y ) ) ( ( x x , , y y ) ) � Distant viewers Distant viewers low low- -bandwidth bandwidth � information information � can tolerate can tolerate less less graphical graphical details details � High- High -resolution channel resolution channel � less accurate structure, position, orientation less accurate structure, position, orientation � High High- -frequency, frequency, high high- -bandwidth bandwidth � User’s focus is typically nearby User’s focus is typically nearby information information � � Many inaccuracies cannot even be detected on a fine Many inaccuracies cannot even be detected on a fine- - � resolution display resolution display ⇒ ⇒ The overall bandwidth The overall bandwidth requirements are reduced requirements are reduced A Implementation Examples Selecting the Channels to Provide Implementation Examples Selecting the Channels to Provide � Client Client- -server server � How many channels to provide for an entity? How many channels to provide for an entity? � � � each transmission identifies its channel each transmission identifies its channel � � more channels: better service for subscribers more channels: better service for subscribers � � server dispatches data from channels to clients server dispatches data from channels to clients � � each channel imposes a cost (bandwidth and each channel imposes a cost (bandwidth and � � Multicast group for each region Multicast group for each region � computational) computational) � assign multiple assign multiple addresses addresses for each region for each region � � To satisfy the To satisfy the trade trade- -off off, three channels for each entity , three channels for each entity � � one group provides all of the entities’ high one group provides all of the entities’ high- -resolution channels, resolution channels, � is typically needed is typically needed another group provides all of the entities’ low another group provides all of the entities’ low- -resolution channels resolution channels � Multicast group for each entity Multicast group for each entity � � channels channels provide order provide order- -of of- -magnitude differences in magnitude differences in � � assign multiple assign multiple addresses addresses for each entity for each entity � � structural and positional accuracy structural and positional accuracy � � packet rate packet rate � � Different reliabilities to each channel Different reliabilities to each channel � Rigid Rigid- -body channel body channel Far- Far -range viewers range viewers � low low- -frequency updates are frequency updates are important important � Approximate Approximate- -body channel body channel Mid- Mid -range viewers range viewers � lost packets can have a significant impact lost packets can have a significant impact � Full Full- -body channel body channel Near- Near -range viewers range viewers 1

  2. Rigid- Rigid -Body Channel Body Channel Approximate- Approximate -Body Channel Body Channel � Demands the least bandwidth and computation Demands the least bandwidth and computation � � More frequent position and orientation updates More frequent position and orientation updates � � Represents the entity as a rigid body Represents the entity as a rigid body � � Hosts can render a rough approximation of the entity’s Hosts can render a rough approximation of the entity’s � � Ignores changes in the entity’s structure Ignores changes in the entity’s structure � dynamic structure dynamic structure � Update types: Update types: � � appendages and other articulated parts appendages and other articulated parts � � position position � � orientation orientation � Provided information is entity Provided information is entity- -specific specific � � � structure structure � � corresponds corresponds to the dominant changes of the structure to the dominant changes of the structure � Common Approximations Full- -Body Channel Body Channel Common Approximations Full � Radial length Radial length � � Highest level of detail Highest level of detail � � motion towards and away from a motion towards and away from a � Radius Radius centre point centre point � High bandwidth and computational requirements High bandwidth and computational requirements � � update packets include the update packets include the � � viewer viewer can subscribe to a limited number of full can subscribe to a limited number of full- -body body channels channels current radius current radius � � Articulation vector Articulation vector � � Frequent transmissions Frequent transmissions � � the current direction of the the current direction of the � appendage appendage � Position and orientation Position and orientation � � models a rotating turret, arms and models a rotating turret, arms and � legs legs � Accurate structure information Accurate structure information � � Local co Local co- -ordinate system points ordinate system points � � subset of the entity’s significant subset of the entity’s significant � vertices relative to the entity’s vertices relative to the entity’s local co- local co -ordinate system ordinate system � the entity is composed of the entity is composed of � multiple components multiple components Local Perception Filters (LPFs) Active and Passive Entities Local Perception Filters (LPFs) Active and Passive Entities � introduced by Sharkey, Ryan & Roberts (1998) introduced by Sharkey, Ryan & Roberts (1998) � An active An active entity (i.e., player) entity (i.e., player) � A passive entity A passive entity � � � � takes actions on its own takes actions on its own � reacts to events from the reacts to events from the � a method for hiding communication delays in networked a method for hiding communication delays in networked � � � environment, does not generate environment, does not generate virtual environments � generates updates generates updates virtual environments � its own actions its own actions � human participants, computer human participants, computer- - � � exploits the human perceptual limitations by rendering entities exploits the human perceptual limitations by rendering entities � � inanimate objects (e.g., rocks, inanimate objects (e.g., rocks, controlled entities controlled entities � slightly out- slightly out -of of- -date locations based on the underlying network date locations based on the underlying network balls, books) balls, books) � cannot be predicted typically cannot be predicted typically � delays delays � active entities interact with active entities interact with � � rendered using state updates rendered using state updates � passive entities passive entities � causality of events is preserved causality of events is preserved � adjusted for the latency adjusted for the latency � rendered according to the latency rendered according to the latency � rendered view may have temporal distortions rendered view may have temporal distortions � � of its nearest active entity of its nearest active entity � rendered view ≠ real view rendered view ≠ real view � � reacts reacts instantaneously to instantaneously to the the � actions of actions of a nearby a nearby active entity active entity 2

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