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In computer graphics , a sprite (also known by other names; see Synonyms below) is a two-dimensional/three-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.
A graphic image that can move within a larger graphic. Animation software that supports sprites enables the designer to develop independent animated images that can then be combined in a larger animation. Typically, each sprite has a set of rules that define how it moves and how it behaves if it bumps into another sprite or a static object.
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In the mid-1970s, Signetics devised the first video/graphics processors capable of generating sprite graphics. The Signetics 2636 video processors were first used in the 1976 Radofin 1292 Advanced Programmable Video System .
The Elektor TV Games Computer was the first PC capable of generating sprite graphics, which Signetics referred to as "objects". The term "sprite" was coined for the Texas Instruments TMS9918 [1] .
During most of the 1980s, hardware speed was in the low, single-digit megahertz and memory was measured in kilobytes . Beside CISC processors, all chips are hardwired . Sprites are rare in most video hardware today.
The CPU 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. Some sprite engines could only store a small amount of 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.
In early video gaming , sprites were a method of integrating unrelated bitmaps so that they appear to be part of a single bitmap on a screen .
Many early graphics chips had true spriting use capabilities in which the sprite images were integrated into the screen, often with priority control with respect to the background graphics, at the time the video signal was being generated by the graphics chip. This improved performance greatly since the sprite data did not need to be copied into the video memory in order to appear on the screen, and further since this spared the programmer of the task of having to save and restore the underlying graphics, something which otherwise was needed if the programmer chose to progressively update.
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 pixels 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 the background . It may be larger than the screen and is usually tiled , where the tile map is cached, but the tile set is not. For every pixel, every sprite unit signals its 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 where the word size is the same as the texel there is no penalty for doing unaligned reads needed for rotation. This leads to the limitations of the known implementations:
Computer, chip | Sprites on screen | Sprites on line | Max texels on line | Texture width | Texture height | Colors | Hardware Zoom | Rotation | Background | Collision detection | Transparency | Source |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Amiga , Denise | display list | 8 | ? | 16 | arbitrary | 3,15 | vertical by display list | No | 2 bitmap layers | Yes | color key | |
Amiga (AGA) , Lisa | display list | 8 | ? | 16,32,64 | arbitrary | 3,15 | vertical by display list | No | 2 bitmap layers | Yes | color key | |
Atari , ANTIC | display list | 4 | ? | 2,8 | 128, 256 | 1,3 | 1,2x vertical, 1,2,4x horizontal | No | 1 tile or bitmap layer | Yes | color key | [2] |
C64 , VIC-II | display list run by CPU | 8 | ? | 12,24 | 21 | 1,3 | 1x 2x integer | No | 1 tile or bitmap layer | Yes | color key | [3] |
Game Boy | 40 | 10 | 80 | 8 | 8,16 | 3 | No | No | 1 tile layer | No | color key | [4] |
GBA | 128 | 128 | 1210 | 8,16,32,64 | 8,16,32,64 | 15,255 | Affine | Affine | 4 layers, 2 layers + 1 affine layer, 2 affine layers | No | color key, blending | [5] |
NDS | 128 per screen | 128 | 1210 | 8,16,32,64 | 8,16,32,64 | 65,536 | Affine | Affine | 4 layers per screen; each layer is independent | No | color key, blending | [6] |
NES , RP2C0x | 64 | 8 | 64 | 8 | 8,16 | 3 | No | No | 1 tile layer | Partial | color key | [7] |
Neo Geo | 384 | 96 | 1536 | 16 | Up to 512 | 15 | sprite shrinking | No | No | No | color key | . |
Out Run , dedicated hardware | 128 | 32 | ? | 8 | 8 | ? | Anisotropic | No | 3 tile layers | ? | alpha | [8] , [9] |
PC Engine , HuC6270A | 64 | 16 | 256 | 16,32 | 16,32,64 | 15 | No | No | 1 tile layer | Yes | color key | |
Sega Master System Sega Game Gear | 64 | 8 | 64 | 8 | 8,16 | 15 | No | No | 1 tile layer | Yes | color key | [10] |
Sega Mega Drive | 80 | 20 | 320 | 8,16,24,32 | 8,16,24,32 | 15 | No | No | 2 tile layers | Yes | color key | [11] |
Sharp X68000 | 128 | 32 | ? | 16 | 16 | 15 | No | No | ? | ? | color key | |
SNES | 128 | 34 | 272 | 8,16,32,64 | 8,16,32,64 | 15 | background only | background only | 3 tile layers or 1 affine mapped tile layer | Yes | color key, averaging | |
Texas Instruments TMS9918 | 32 | 4 | 64 | 8,16 | 8,16 | 1 | 1x 2x integer | No | 1 tile layer | Partial | color key | [12] |
Yamaha V9938 | 32 | 8 | ? | 32 | 32 | 16 | No | No | No | Yes | color key | |
Computer, chip | Sprites on screen | Sprites on line | Max texels on line | Texture width | Texture height | Colors | Hardware Zoom | Rotation | Background | Collision detection | Transparency | Source |
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.
Many popular home computers of the 1980s lack any support for sprites by hardware. The animated characters, bullets, pointing cursors, etc. for videogames (mainly) were rendered exclusively with the CPU by software , as part of the screen video memory in itself. Hence the term software sprites .
Mainly, two distinct techniques were used to render the sprites by software, depending on the display hardware characteristics:
No sprite engine was implemented which would not cache the sprites texels, but use a FIFO at the pixel-output instead. This would allow sprites of arbitrary width. So while blitter based hardware uses a unified model for foreground and background and a fixed flat frame-buffer, sprites need a special background engine. It has to provide scrolling backgrounds for tile-based games and pseudo-3D (mode 7 ) backgrounds.
A similar discrimination is known from software rendering. A technique called "dirty rectangles" is used to redraw only those parts that have changed since the last repainted and a scrolling frame buffer is used. On more powerful CPUs the whole frame-buffer is flat and redrawn completely.
Prior to the popularizing of true 3D graphics in the late 1990s, many 2D games attempted to imitate the look of three-dimensionality with a variety of sprite production methods. These included:
More often sprite now refers to a partially transparent two dimensional animation that is mapped onto a special plane in a 3D 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 , rotated two dimensionally, overlapped with other objects, and be occluded , but it can only 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 are also used extensively in particle effects and commonly represented pickups in early 3D games especially.
An example of extensive usage of sprites to create the illusion is the game The Elder Scrolls IV: Oblivion , whose main graphical feature was the ability to display hundreds, if not thousands of animated trees on-screen at one time. Closer inspection of those trees reveals that the leaves are in fact sprites, and rotate along with the position of the user. The tree rendering package used by Oblivion uses sprites to create the appearance of a high number of leaves. However, this fact is only revealed when the player actually examines the trees up-close, and rotates the camera.
Sprites have also occasionally been used as a special-effects tool in movies. One such example is the fire breathing Balrog in The Lord of the Rings: The Fellowship of the Ring ; the effects designers utilized 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" is often confused with low resolution 2D graphics drawn on a computer, also known as pixel art . However, sprite graphics (bitmaps ) can be created from any imaginable source, including prerendered CGI , dynamic 3D graphics , vector art , and even text . Likewise, pixel art is created for many purposes other than as a sprite, such as video game backgrounds, textures, icons, websites, display art, comics, and t-shirts.
With the advancement in computer graphics and improved power and resolution, actual pixel art sprites are becoming increasingly infrequent outside of handheld game systems and cell phones.
Sprites are typically used for characters and other moving objects in video games. They have also been used for mouse pointers and for writing letters to the screen. For on-screen moving objects larger than one sprite's extent, sprites may sometimes be scaled and/or combined.
Billboarding is one term used to describe the use of sprites in a 3D environment. In the same way that a billboard is positioned to face drivers on a highway, the 3D sprite always faces the camera. There is both a performance advantage and an aesthetic advantage to using billboarding. Most 3D rendering engines can process "3D sprites" much faster than other types of 3D objects. So it is possible to gain an overall performance improvement by substituting sprites for some objects that might normally be modeled using texture mapped polygons. Aesthetically sprites are sometimes desirable because it can be difficult for polygons to realistically reproduce phenomena such as fire. In such situations, sprites provide a more attractive illusion.
Some Web designers make sprites for small images or icons to reduce the number of requests the browser makes to the server.[ 1] CSS is used to select the parts of the composite image to display at different points in the page. If a page has 10 1kB images, they can be combined into one 10kB image, downloaded with a single HTTP request, and then positioned with CSS. Reducing the number of HTTP requests can make a Web page load much faster.[ 2] [ 3]
Major video game companies rarely (if at all) use the term "sprite" in the general public. Some other alternatives that have been used are:
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