Bullet Time Effect with Local Perception Filters (danny perry)

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Presentation transcript:

Bullet Time Effect with Local Perception Filters (danny perry)

Contents Introduction to Perception Filters (most of the paper) Use of Perception Filters with bullet time effect

Bullet Time Effect Introduced in The Matrix

Bullet Time Effect Introduced in The Matrix Now used in computer games: –Max Payne, Jedi Knight II, Matrix games, etc. Any others to mention?

Bullet Time Effect Trivial in single player - “just slow down rendering” Not many multiplayer games do it: why?

Bullet Time Effect Trivial in single player - “just slow down rendering” Not many multiplayer games do it: why? –If slow down whole game, bad for other players –Instead, some speed up the player This paper presents an alternate method: change perception of the different players

Perception Filters “a method used to hide communication delays in networked virtual environments” (introduced by Sharkey, et al.) Essentially: speed up and slow down speed of passive entities when they are near local and remote players

Perception Filters Verbage: –Local players = “local players” = p –Remote players = “remote players” = r –Passive entities = “entities” = e Perception Filters approach: –Local players rendered using up-to-date information –Remote players rendered using d seconds old information (with d second delay) –(This is different from dead reckoning, we are not predicting) –Entities are rendered at the time of the player they are closest to.

Perception Filters

(java demo)

Perception Filters How its done: –d(i,j) is delay, delta(i,j) is distance

From p: slower uphill, faster down (top graph) From r: faster at top (bottom graph)

Perception Filters Problem: when e reaches r, p’s view of e is not there yet, but e will speed up anyway in p’s view. Solution ?

Perception Filters Problem: when e reaches r, p’s view of e is not there yet, but e will speed up anyway in p’s view. Solution: –Introduce a shadow r’ that “buffers” p’s view of the speedup

Top: won’t speed up until r’ Bottom: starts showing e at p’

With multiple players 2 approaches: –A. Minimize e’s not at local time (closest to local time) –B. Minimize delay changes (more smooth)

Problems –When they reach “critical proximity” - get too close - no longer works. (graph: still okay)

Problems –When they reach “critical proximity” - get too close - no longer works(graph: at critical proximity)

Problems –When they reach “critical proximity” - get too close - no longer works (graph: past)

Perception Filters Other Limitations ?

Perception Filters Other Limitations ? –A local player CANNOT DIRECTLY INTERACT with a remote player –Computational requirements –Jitter can mess things up easily (won’t look smooth) –Assumption that we know exact delays

Bullet Time Use the same machinery: when a player is using bullet time it is similar to a large delay. In Bullet Time mode, entities close to player slow down.