Re: pfSync() and faster dynamics

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Lew Hitchner (hitchner++at++netcom.com)
Sat, 30 Oct 93 08:10:56 -0700


P.S. A point I forgot in my earlier msg.

     In most traditional visual scene simulations (e.g., flight and
     vehicle simulation or frame-at-a-time 3D graphics animation for
     film or video production) a difference between application sim.
     rate and rendering rate usually implies that the app sim runs
     faster than the rendering. In VR simulations, however, the ratio
     could go either way. Although flight simulator folks would turn
     their noses up at vehicle dynamics that run at a slower rate than
     the visual update rate, that's not necessarily the case in VR
     (examples: the UNC Nanomanipulator project with scanning tunneling
     microscope and projects at NASA Ames and Univ. of Alberta to
     visualize CFD super-computer simulations). In scientific
     visualization it's possible that the application simulation update
     rate might be relatively slow compared to the head tracked motion
     driving the viewing transformation and rendering frame update
     rate. And, of course the other way around (app sim rate >
     rendering rate) is certainly important in VR also, e.g., for
     collision detection. So, for VR the ratio between rendering
     update rate and application object simulation update rates can be:
     1) not the same ratio for all objects, 2) not an integer ratio,
     and 3) >= 1 as well as < 1.


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