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  2. Sprite (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Sprite_(computer_graphics)

    In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background. [ 1 ]

  3. Sprite (operating system) - Wikipedia

    en.wikipedia.org/wiki/Sprite_(operating_system)

    Sprite is an experimental Unix-like distributed operating system developed at the University of California, Berkeley by John Ousterhout's research group between 1984 and 1992. Its notable features include support for single system image on computer clusters [ 1 ] and the introduction of the log-structured file system .

  4. Texture atlas - Wikipedia

    en.wikipedia.org/wiki/Texture_atlas

    In computer graphics, a texture atlas (also called a spritesheet or an image sprite in 2D game development) is an image containing multiple smaller images, usually packed together to reduce overall dimensions. [1] An atlas can consist of uniformly-sized images or images of varying dimensions. [1]

  5. PlayStation technical specifications - Wikipedia

    en.wikipedia.org/wiki/PlayStation_technical...

    Sprite engine [citation needed] 1024×512 framebuffer, 8×8 and 16×16 sprite sizes, bitmap objects [citation needed] Up to 4,000 sprites on screen (at 8×8 sprite size), scaling and rotation [2] [13] 256×256 maximum sprite size [11] Special sprite effects: [11] Rotation; Scaling up/down; Warping; Transparency; Fading; Priority; Vertical and ...

  6. Pixel-art scaling algorithms - Wikipedia

    en.wikipedia.org/wiki/Pixel-art_scaling_algorithms

    Maxim Stepin's hq2x, hq3x, and hq4x are for scale factors of 2:1, 3:1, and 4:1 respectively. Each work by comparing the color value of each pixel to those of its eight immediate neighbors, marking the neighbors as close or distant, and using a pre-generated lookup table to find the proper proportion of input pixels' values for each of the 4, 9 ...

  7. Color depth - Wikipedia

    en.wikipedia.org/wiki/Color_depth

    [1] [2] [3] Modern standards tend to use bits per component, [1] [2] [4] [5] but historical lower-depth systems used bits per pixel more often. Color depth is only one aspect of color representation, expressing the precision with which the amount of each primary can be expressed; the other aspect is how broad a range of colors can be expressed ...

  8. Voxel - Wikipedia

    en.wikipedia.org/wiki/Voxel

    Voxel is an image of a three-dimensional space region limited by given sizes, which has its own nodal point coordinates in an accepted coordinate system, its own form, its own state parameter that indicates its belonging to some modeled object, and has properties of modeled region. This definition has the following advantage.

  9. Isometric video game graphics - Wikipedia

    en.wikipedia.org/wiki/Isometric_video_game_graphics

    A virtual grid is overlaid on the projection as shown on the diagram, with axes virtual-x and virtual-y. Clicking any tile on the central axis of the board where (x, y) = (tileMapWidth / 2, y), will produce the same tile value for both world-x and world-y which in this example is 3 (0 indexed).