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Pixel art [note 1] is a form of digital art drawn with graphical software where images are built using pixels as the only building block. [2] It is widely associated with the low-resolution graphics from 8-bit and 16-bit era computers, arcade machines and video game consoles, in addition to other limited systems such as LED displays and graphing calculators, which have a limited number of ...
Barrier-grid animation or picket-fence animation is an animation effect created by moving a striped transparent overlay across an interlaced image. The barrier-grid technique originated in the late 1890s, overlapping with the development of parallax stereography ( Relièphographie ) for 3D autostereograms .
Each pixel is a sample of an original image, where more samples typically provide a more accurate representation of the original. The intensity of each pixel is variable; in color systems, each pixel typically has three subpixels such as red, green, and blue. Graphics are visual representations on a surface, such as a computer screen.
There exist many techniques to create walk cycles. Traditionally, walk cycles are hand-drawn, but over time with the introduction of new technologies for new mediums, walk cycles can be made in pixel art, 2D computer graphics, 3D computer graphics, stop motion, and cut-out animation, or using techniques like rotoscoping.
Sub-pixel precision is a method which takes into account positions on a finer scale than the pixel grid and can produce different results even if the endpoints of a primitive fall into same pixel coordinates, producing smoother movement animations. Simple or older hardware, such as PlayStation 1, lacked sub-pixel precision in 3D rasterization. [8]
Shadowmation is a patented animation process (U.S. patent 6,870,574) created by Mitchell Kriegman.It uses realtime virtual sets and bunraku style team puppetry (some puppets are controlled by up to three puppeteers), [1] thus combining live action animatronic characters with computer generated animation in real time, high definition virtual environments powered by video game engines.
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For magnifying computer graphics with low resolution and few colors (usually from 2 to 256 colors), better results will be achieved by pixel art scaling algorithms such as hqx or xbr. These produce sharp edges and maintain high level of detail.