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@@ -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}
+
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