“Real-time playback in animation systems” by Potel

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    Real-time playback in animation systems

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Abstract:


    A technique often employed in animated vector graphics involves the use of a real-time playback mechanism. This technique is an alternative when it is not possible to generate animation frames in real-time. Instead frames are compiled in advance at non-real-time rates, saved in secondary storage, and then played back at desired real-time rates. The basic design of such a playback mechanism will be considered, including discussions of synchronization, buffering, and blocking. Two special properties will be established for these systems: the conditions required to achieve real-time reversal in the direction of the playback sequence, and the existence of upstream/downstream effects, performance differences between directions in systems that are run “too fast.”

References:


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    12. Potel, M. J. Analysis of Real-Time Frame Computation Systems. Ph.D. Dissertation, Committee on Information Sciences, University of Chicago, 1977.]]
    13. Potel, M. J. and Sayre, R. E. Interacting with the GALATEA film analysis system. Proc. SIGGRAPH ’76, Computer Graphics 10,2 (July, 1976), 52-59.]]
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