CS488 - Introduction to Computer Graphics - Lecture 33
Modelling
Animation
Physics
Interactive Animation
Critical times
- cycle times for smooth animation
- temporal frequency response function: 30 msec
- image update time
- response times for actions
- simultaneity: 100 msec
- content change update time
Human responses when these criteria are not met.
- Hardware designed to make meeting these times possible.
- So it's just up to the software you write to render fast enough.
Force Feedback
Critical test
Critical times
- cycle times for smooth animation
- temporal frequency response function: 0.5 msec
- response times for actions
- synchronization with video
- cross-modality simultaneity: 100 msec
How are these criteria met in current technology?
- microcontroller for device
- pre-canned programs called `effects'
- start of effect synchronized to video: 100 msec
- Animation has an effect stream that releases effects at requested
times
What exactly is a frame buffer?
- mediates between different update times
- update time for frame: 30 msec
- update time for video signal: 10 nsec
- how is it done?
- two distinct processors with independent clocks
- dual-ported memory
- containing forces
- forces depend on state of a probe
We can use the same idea for force
- dual-ported memory called force buffer
- updated by application on 100 msec cycle
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