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- Path: sparky!uunet!gatech!mailer.cc.fsu.edu!sun13!taligent.com
- From: jp@taligent.com (John Peterson)
- Newsgroups: comp.graphics.research
- Subject: Re: comp.graphics.research
- Message-ID: <11577@sun13.scri.fsu.edu>
- Date: 18 Dec 92 22:17:41 GMT
- References: <11561@sun13.scri.fsu.edu>
- Sender: news@sun13.scri.fsu.edu
- Organization: Taligent, Inc.
- Lines: 34
- Approved: murray@vs6.scri.fsu.edu
- X-Submissions-To: graphics@scri1.scri.fsu.edu
- X-Administrivia-To: graphics-request@scri1.scri.fsu.edu
-
- In article <11561@sun13.scri.fsu.edu> Chris Green,
- chrisg@cbmvax.cbm.commodore.com writes:
- > Has anyone ever attempted to take advantage of the
- >"infinite-frame-rate" of raster scan devices, particularly video?
- >What I mean by this to render your animation with the knowledge
- >that each pixel is (for instance) 35ns later than the preceeding
- >pixel, and that each scan-line is ~63uS later than the preceeding
- >one.
-
- I can't think of anything directly related, but here are a couple
- indirectly related items:
-
- - Many video games and other tightly coded interactive programs
- use a technique called "beam chasing" to schedule screen updates
- and interaction. The idea is to be aware of the position of the
- CRT beam in order to avoid writing a graphic to the screen while
- the beam passes through it, producing a "tearing" effect.
-
- - In a talk given by Pacific Data Images several years ago, one of
- the developers there discussed how they produced interlaced animation
- for video. Since they knew that when the work was reproduced the odd
- scanlines would appear 1/60th of a second after the even ones (or
- vice-versa, I'm not a video expert) they updated the positions of
- moving objects between interlace scans. I've also heard people say
- that being aware of the interlacing is important for getting motion
- blur to look correct on video. The PDI talk was written up in a
- SIGGRAPH course notes ages ago ('82 or '84; something like that).
-
- Cheers,
- jp
-
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