

The imagery in the 3D games available today is very realistic and detailed. The term for this computation is Rendering the frame. Instead, the content of each frame, while turning, must first be computed and before it is copied into video memory. It would be impossible to store every possible image of the virtual world and then load the right image for each part of the turn. The view of the virtual world needs to change as the turn progresses. For example, right-click-and-drag in SPORE turns the player gradually, at the speed of the mouse. Now the player gives some input to turn around the room gradually. The screen will display a still image of the room view. Let's say that the player is sitting still in a closed room. However, it is a completely different situation in a video game.
#ANIMATIONFRAES PERSECOND FILM MOVIE#
The movie projector can do this because the content of each frame is available as a separate image. The movie projector is like this kind of monolithic function, as it loads an entire image for each frame. It is possible for one monolithic function in an animation engine to draw all the pixels of each frame. The content of the frame is the image (every pixel on the screen) to be displayed. In case of the computer monitor, it is the time required for the monitor's electron gun to traverse the entire screen from left to right and up to down to draw each pixel on the screen. In the case of a movie projector, the refresh time is the time that the shutter remains closed while the next frame of film is loaded. If this were not so, the viewer would notice the individual scene changes, which would be an awful animation experience.

In practice, the time needed to refresh the screen must be negligible compared to the time the frame remains on the screen. Furthermore, even if the image of the scene remains constant, identical content must be drawn in subsequent frames as long as the still scene is needed. Even changing a single pixel requires drawing the next frame in its entirety. Since each frame remains displayed on the screen for a tiny but finite time period, you can think of an animation as frames displayed at discreet intervals of time in a continued sequence.Īny scene change happens by drawing a whole new frame. Each frame is displayed on the screen until the next frame overwrites it. FramesĪ frame is uniquely defined by a combination of the image to be displayed and the time the image is to be displayed. The concept of a Frame is of fundamental importance to animation.
