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Real-time playback in animation systems

Published:20 July 1977Publication History

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."

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  • Published in

    cover image ACM Conferences
    SIGGRAPH '77: Proceedings of the 4th annual conference on Computer graphics and interactive techniques
    July 1977
    254 pages
    ISBN:9781450373555
    DOI:10.1145/563858

    Copyright © 1977 ACM

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 20 July 1977

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