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author | David Runge <dave@sleepmap.de> | 2017-07-07 19:05:29 +0200 |
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committer | David Runge <dave@sleepmap.de> | 2017-07-07 19:05:29 +0200 |
commit | 3e80fc501196f8c2e3113cda7f8aefd6d1bab266 (patch) | |
tree | 98a437f581ae80491486e62ed8ce549d10e8dc7d /thesis | |
parent | 2deed87a42868310059505edd028fb9560a70b7e (diff) | |
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thesis/thesis.tex: Elaborating on interpolation of moving sources. Adding subsubsection about network enabled head tracking.
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diff --git a/thesis/thesis.tex b/thesis/thesis.tex index eec798a..4d2c071 100644 --- a/thesis/thesis.tex +++ b/thesis/thesis.tex @@ -2080,10 +2080,39 @@ ssr-aap -N “server” -C “127.0.0.1:50002” \subsubsection{Interpolation of moving sources} \label{subsubsec:interpolation_of_moving_sources} + Using the \gls{ip} or \gls{osc} interface, it is possible to move + sources in a scene to a new location. Unlike sWONDER + (see~\ref{subsec:swonder}), the \gls{ssr} is not able to interpolate + movement. When a new location for a source is requested, the movement + is carried out instantly, whereas sWONDER is able to move a source (on + a straight line) from one position to the next in a given time frame.\\ + A series of movements can be requested in any desired time frame, which + means, that spatial aliasing is very likely to occur, during sets of + requests with a short time span between them.\\ + To work around this, the \gls{ssr} should implement a comparable + feature to the one sWONDER facilitates and apply rate limiting on the + source positioning request, depending on a dynamically settable + threshold value in milliseconds.\\ + Applications, such as WFSCollider (see~\ref{subsec:wfscollider}) or 3Dj + (see~\ref{subsec:3dj_supercollider_quark}) rely on their \gls{gui} or + rather \gls{sclang} to implement dynamic movements (e.g.\ circular or + randomized) \citep[pp. 56-62]{manual:wfscollider}. While the creative + process of source paths generation is clearly best placed in a visually + interactive process, its communication with the rendering engine has to + be high-performance and if scalable to large setups, ideally with low + network throughput.\\ + Therefore it has to be evaluated, if implementing a set of understood + geometrical shapes, instead of sending a high frequency of source + positioning messages could be a more feasible solution in the case of + the \gls{ssr}. In~\ref{subsubsec:dynamic_scene} a wider approach to + this problem is discussed. \subsubsection{Dynamic scene} \label{subsubsec:dynamic_scene} + \subsubsection{Network enabled head tracking} + \label{subsubsec:network_enabled_headtracking} + \cleardoublepage \pagestyle{empty} \cleardoublepage |