[Nrg-l] This week's NRG

Niky Riga inki at cs.bu.edu
Mon Oct 25 19:35:57 EDT 2004

Forgot to mention place and time
Wednesday 4-5 @ grad lounge.

Niky Riga wrote:

> Hi,
> Due to IMC, the SIGMETRICS deadline and the midterms, the initial 
> thought was to cancel the NRG for this week. However after the gaming 
> experience of last Friday some of us wanted to know more about research 
> on Network games. So I propose this week in the NRG meeting to have a 
> discussion about the paper that won the Best Paper Award in this year's 
> NetGames Sigcomm workshop. The paper proposes a way to realize the 
> bullet time effect(yes the effect introduced in Matrix:-)) in network 
> games, using local perception filters. This will be more like an 
> informal discussion of the paper(no powerpoint) so it would be helpful 
> for everyone to skim through the paper before we meet. I claim no 
> expertise in the area so don't expect me to be able to answer all the 
> questions:-). The title and the abstract of the talk follow.
> Niky
> http://www.acm.org/sigs/sigcomm/sigcomm2004/workshop_papers/net504-smed1.pdf 
> Title
> Realizing Bullet Time Effect in Multiplayer Games with Local Perception 
> Filters
> Abstract
> In computer games the bullet time effect allows the player to slow down 
>  the surrounding game world thus enabling the player to have more time 
> to make decisions. In single player games this is implemented by slowing 
> down the environment of the player. In multiplayer games the 
> implementation is challenging since if one player could slow down the 
> time of its surroundings it would be awkward for the other players 
> within the influence area because it will hinder the game play of other 
> human players.
> The method proposed by the authors is based on the idea of local 
> perception filters. Local perception filters are a method used to hide 
> communication delays in networked virtual environments. To achieve that 
> the entities are placed in a slightly out-of-date location based on the 
> communication delays. The idea is to make these temporal distortions of 
> the game world as unoticeable as possible.
> PS: Because I am not very familiar with graphics terminology, I didn't 
> know exactly what "render" meant. Since it is a term widely used in the 
> paper I will provide my understanding of the definition for other people 
> like me:-)
> render: The process of producing a 2d image of a 3d world by taking 
> into      account the placement of lights, the camera placement and 
> the          position of 3d objects.

Use a smile as your shield. It will protect u better than cruelty in 
return will.

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