In computer graphics, a sprite is 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 using special hardware. As computer performance improved, this optimization became unnecessary and the term evolved to refer specifically to the two dimensional images themselves that were integrated into a scene. That is, figures generated by either custom hardware or by software alone were all referred to as sprites. 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.
SpriteExampleRevealed.jpg|346px|thumb|right| A closer look at the graphic can help reveal imperfections of this rendering technique. Take a look at the puffs of smoke about the character and to the left. Notice that one sprite at the bottom of the largest puff of smoke is cutting into the ground, revealing its actual geometry is not an amorphous puff but a flat plane. Also notice that the grass near his feet is interacting with the flower near his feet in a strange way. The base of the grass is closer to the camera than the flower yet the blades appear to be behind. For this to be a correct perspective the grass would have to be leaning toward the ground away from the camera at an obtuse angle. Even though the original image that created the grass sprite was clearly created using textured polygons, it is being added to this scene as a sprite. These imperfections escape the notice of most viewers because they are rare, and often do not last very long as they and the camera move.]]
More often sprite now refers to 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 emanating 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 referred 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 phenomena 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 Fellowship of the Ring (film) used sprites to simulate fire emanating from the surface of the demon. Small bursts of fire were filmed in front 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.
The term sprite can be applied more loosely to mean any 2D graphic drawn on a computer, also known as Pixel Art.
The Blitter is a hardware implentation of the Painter's algorithm. For each frame the sprites are first bit blited (short for "bit block transfer") into the fast, large, double, and costly frame buffer and then the frame buffer is sent to the screen. The Blitter was renamed to graphics accelerators as more complicated rendering algorithms are used. The Blitter has a high initial cost for simple scenes.
The Sprite Engine is a hardware implementation of Scanline rendering. For each scanline the appropriate scanlines of the sprites are first copied (the number of texels is limited by the memory bandwidth and the length of the horizontal retrace) into very fast, small, multiple (limiting the # of sprites on a line), and costly caches (the size of which limit the horizontal width) and as the pixels are sent to the screen, these caches are combined with each other and a special sprite: The background. It is larger than the screen and tiled, were the tile map is cached, but the tile set is not. For every pixel every sprite unit signals it presence onto its line on a bus, so every other unit can notice a collision with it. Some sprite engines can automatically reload their "sprite units" from a display list. The Sprite Engine has synergy with the palette. To save registers, the height of the sprite, the location of the texture, and the zoom factors are often limited. On systems were the word size is the same as the texel there is no penality of doing unaligned reads needed for rotation. This leads to the limitations of the known implementations:
| Computer using Chip | sprites on screen | sprites on line | max texels on line | texture width | texture height | colors | anisotropic zoom | rotation | background | collision detection | transparency | source |
| GBA | 128 | 32 | 256 | 8 | 8 | yes | yes | affine mapped tile layer | alpha | |||
| SNES | 128 | 32 | 256 | 8 | 8 | yes | yes | affine mapped tiles | alpha | |||
| Out Run using system16 | 128 | 32 | 8 | 8 | yes | no | 3 tile layers | alpha | [http://www.system16.com/hardware.php?id=697 | |||
| Amiga using Denise | 8 | 16 | arbitrary | 3,15 | no | no | bitmap | color key | ||||
| PC Engine using HuC6270A | 64 | 8 | 16,32 | 16,32,64 | 15 | no | no | color key | ||||
| Sega Genesis | 80 | 20 | 320 | 8,16,24,32 | 8,16,24,32 | 15 | no | no | 2 tile layers | color key | * | |
| C64 using VIC-II | 8 | 12,24 | 21 | 1,3 | 1,2 | no | 1 tile layer | yes | color key | * | ||
| Atari using ANTIC | 2,8 | 128, 256 | 1,3 | color key | * | |||||||
| Sega Master System Sega Game Gear | 64 | 8 | 8 | 8,16 | color key | * | ||||||
| NES | 64 | 8 | 8 | 8,16 | 15 | -2, -1, +1, +2 | color key | * | ||||
| Game Boy | 40 | 32 | 256 | 8 | 16 | no | no | color key | * |
Many third party graphics cards offered sprite capabilities. Sprite Engines often scale badly, starting to flicker as the number of sprites increases above the number of sprite units, or uses more and more silicon as the designer of the chip implements more units and bigger caches.
In the Mid 70's Texas Instruments devised the first video/graphics chips or processors capable of generating 'sprite graphics'
The Atari 400 and Atari 800 systems were the first PC's capable of generating 'sprite graphics' or PMG's to use Atari's name
During most of the 1980s, hardware speed was in the low, single-digit megahertz and memory was measured in mere kilobytes. Beside CISC-processors all chips are hardwired. Sprites are rare in most video hardware today.
The central processor can instruct the external chips to fetch source images and integrate them into the main screen using direct memory access channels. Calling up external hardware, instead of using the processor alone, greatly improved graphics performance. Because the processor is not occupied by the simple task of transferring data from one place to another, software can run faster; and because the hardware provided certain innate abilities, programs that use CISC or BIOS were also smaller.
Separate locations in memory were used to hold the main display and the sprites.
There is a technique called "dirty rectangles", useful when the Blitter was not sufficiently powerful or software sprites were being used. There is only one frame buffer that wraps around the edges, but only those parts that have changed since the last repaint are updated either with the background or the sprites in their updated positions.
Some sprite engines could only store 8 positions in their registers and the unchallenged CPU was programmed to update them several times per frame. Software blitting was complicated by some very strange addressing modes into video ram.
More recently, sprites are edited or created by fans in a process called "spriting". "Spriters" mostly use them to become sprite comic artists, for the purpose of creating a video game-themed comic. It has been continued by Macromedia Flash animators who create sprite cartoons. In these communities, spriting has been made into small sections; recoloring, edits, customs, etc. Sprites can be alternated by using techniques such as the one's above. By doing this, Spriters can create their very own "Sprite character" to use in "Sprite sheets" to show that the sheet was made by that spriter but the spriter must put a "sprite tag" on the sheet saying somthing like "Please do not steal" or "give credit" or "If you wish to put this on your site, do not remove this tag",etc. Sprites can be edited from any game where sprites are available. Making pictures with sprites is called a "Hoax" which is the sprites in a group or doing certain actions but a "Hoax" is not a true image from a game.
Sprite (počítačová grafika) | Sprite | Sprite (Computergrafik) | Sprite (videojuegos) | Sprite (jeu vidéo) | Sprite (informatica) | スプライト | Sprite | Спрайт (компьютерная графика) | Sprite-grafiikka | Sprite (datorgrafik)
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