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Sprite (computer graphics)(Redirected from Sprite (computer science))
The term sprite is used in computer graphics to refer to a two dimensional image or animation that is integrated into a larger scene. Sprites were originally invented as a method of quickly compositing several images together in two-dimensional video games. The term originally referred to a specific shortcut for rendering overlapping bitmaps onto a display device. As computer performance improved this optimization became unneccessary and the term evolved to refer specifically to the two dimensional images themselves that were integrated into a scene. As three-dimensional graphics became more prevalent the term was used to describe a technique whereby flat images are seamlessly integrated into complicated three-dimensional scenes. More often a sprite now refers a partially transparent two dimensional animation that is mapped onto a special plane in a three dimensional scene. Unlike a texture map the sprite plane is always perpendicular to the axis eminating from the camera. The image can be scaled to simulate perspective, it can be rotated two dimensionally, it can overlap other objects and be occluded, but it can only ever be viewed from the same angle. This rendering method is also refered to as billboarding. Sprites create an effective illusion when:
When the illusion works viewers will not notice that the sprite is flat and always faces them. Often sprites are used to depict phenomenon such as fire, smoke, small objects, small plants (like blades of grass), or special symbols (like "1-Up"). The sprite illusion can be exposed in video games by quickly changing the position of the camera while keeping the sprite in the center of the view. Sprites have also occasionally been used as a special effects tool in movies. Most notably the creators of the fire breathing Balrog in The Lord of the Rings: The Fellowship of the Ring used sprites to simulate fire eminating from the surface of the demon. Small bursts of fire where filmed infront of a black background and made transparent using a luma key. Many bursts were then attached to the surface of the animated Balrog model and mixed with simulated smoke and heat waves to create the illusion of a monster made from fire.
Hardware SpritesIn early video gaming, sprites were a method of integrating unrelated bitmaps so that they appear to be part of the a single bitmap on a screen. RationaleDuring the 1980s, hardware speed was measured in tens of megahertz and memory was limited to kilobytes. With these constraints video game programmers resorted to extreme measures to speed up the process of writing bitmaps onto the display. A sprite engine is hardwired into a computer or videogame system's architecture. The central processor can instruct the engine to fetch source images and integrate them into the main screen using direct memory access channels. (This is related to what a genlock does with video sources and to a playfield ). Calling up sprite hardware, instead of the using processor alone greatly improved graphics performance. Because the processor is not occupied by the simple task of transfering data from one place to another software can run faster and because the hardware provided certain innate abilities programs that used sprites were also smaller. Sprites are rare in most video hardware today. More commonly, a brute-force method called bit block transfer operations is employed or more complicated rendering algorythms are used. For extreme graphics performance graphics accelerators now have a similar role. CapabilitiesSprite engines were varied in their capabiliies. The various parameters included:
Sprites are typically used for characters and other moving objects in video games. They have also been used for mouse pointers and for writing letters to the screen. Alternative TermsFor on-screen moving objects larger than one sprite's extent, sprites may sometimes be scaled and/or combined.
Notable Implementations
External links
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How to see transparent copy 01-04-2007 01:21:04 |
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