The quality of real-time computer graphics has
progressed enormously in the last decade due to the rapid
development in graphics hardware and its utilisation of new
algorithms and techniques. The computer games industry, with
its substantial software and hardware requirements, has been
at the forefront in pushing these developments. Despite all the
advances, there is still a demand for even more computational
resources. For example, sound effects are an integral part of most
computer games. This paper presents a method for reducing the
amount of effort required to compute the computer graphics
aspects of a game by exploiting movement related sound effects.
We conducted a detailed psychophysical experiment investigating
how camera movement speed and the sounds affect the perceived
smoothness of an animation. The results show that walking
(slow) animations were perceived as smoother than running (fast)
animations. We also found that the addition of sound effects,
such as footsteps, to a walking/running animation affects the
animation smoothness perception. This entails that for certain
conditions the number of frames that need to be rendered each
second can be reduced saving valuable computation time. Our
approach will enable the computed frame rate to be decreased,
and thus the computational requirements to be lowered, without
any perceivable visual loss of qualit
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