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  2. Frame rate - Wikipedia

    en.wikipedia.org/wiki/Frame_rate

    Frame rate, most commonly expressed in frame/s, frames per second or FPS, is typically the frequency (rate) at which consecutive images are captured or displayed. This definition applies to film and video cameras , computer animation , and motion capture systems.

  3. 3D rendering - Wikipedia

    en.wikipedia.org/wiki/3D_rendering

    Rendering for interactive media, such as games and simulations, is calculated and displayed in real time, at rates of approximately 20 to 120 frames per second. In real-time rendering, the goal is to show as much information as possible as the eye can process in a fraction of a second (a.k.a. "in one frame": In the case of a 30 frame-per-second ...

  4. Computer animation - Wikipedia

    en.wikipedia.org/wiki/Computer_animation

    At rates below 12 frames per second, most people can detect jerkiness associated with the drawing of new images that detracts from the illusion of realistic movement. [2] Conventional hand-drawn cartoon animation often uses 15 frames per second in order to save on the number of drawings needed, but this is usually accepted because of the ...

  5. Animation - Wikipedia

    en.wikipedia.org/wiki/Animation

    Limited animation uses fewer drawings per second, thereby limiting the fluidity of the animation. This is a more economic technique. Pioneered by the artists at the American studio United Productions of America , [ 73 ] limited animation can be used as a method of stylized artistic expression, as in Gerald McBoing-Boing (US, 1951), Yellow ...

  6. List of broadcast video formats - Wikipedia

    en.wikipedia.org/wiki/List_of_broadcast_video...

    Even in big budget films, usually hand-drawn animation is done shooting on "2's" (one hand-drawn frame is shown twice, so only 12 unique frames per second) [4] and some animation is even drawn on "4's" (one hand-drawn frame is shown four times, so only six unique frames per second). 25p is a progressive format and runs 25 progressive frames per ...

  7. Delta timing - Wikipedia

    en.wikipedia.org/wiki/Delta_timing

    Delta time or delta timing is a concept used amongst programmers in relation to hardware and network responsiveness. [1] In graphics programming, the term is usually used for variably updating scenery based on the elapsed time since the game last updated, [2] (i.e. the previous "frame") which will vary depending on the speed of the computer, and how much work needs to be done in the program at ...

  8. FPS - Wikipedia

    en.wikipedia.org/wiki/FPS

    Frames per second, the frequency (rate) at which consecutive images (frames) appear on a display; Computing. FairPlay Streaming, a digital rights management ...

  9. Polygonal modeling - Wikipedia

    en.wikipedia.org/wiki/Polygonal_modeling

    While a modern graphics card can show a highly detailed scene at a frame rate of 60 frames per second or higher, surface modelers, the main way of displaying non-polygonal models, are incapable of achieving an interactive frame rate (10 frame/s or higher) with a similar amount of detail.