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Realizing Bullet Time Effect in Multiplayer Games with Local Perception Filters

Jouni Smed, Henrik Niinisalo, Harri Hakonen, Realizing Bullet Time Effect in Multiplayer Games with Local Perception Filters. In: Proceedings of ACM SIGCOMM 2004 Workshops, 121-128, ACM Press, 2004.

Abstract:

Local perception filters exploit the limitations of human perception to reduce the effects of network latency in multiplayer computer games. Because they allow temporal distortions in the rendered view, they can be modified to realize bullet time effect, where a player can get more reaction time by slowing down the surrounding game world. In this paper, we examine the concepts behind local perception filters and extend them to cover artificially increased delays. The presented methods are implemented in a testbench program, which is used to study the usability and limitations of the approach.

BibTeX entry:

@INPROCEEDINGS{inpSmNiHa04a,
  title = {Realizing Bullet Time Effect in Multiplayer Games with Local Perception Filters},
  booktitle = {Proceedings of ACM SIGCOMM 2004 Workshops},
  author = {Smed, Jouni and Niinisalo, Henrik and Hakonen, Harri},
  publisher = {ACM Press},
  pages = {121-128},
  year = {2004},
  keywords = {computer games, networking, multiplayer, latency, bullet time, virtual environments},
}

Belongs to TUCS Research Unit(s): Algorithmics and Computational Intelligence Group (ACI)

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