Information about Sprite (computer Graphics)
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.
The Elektor TV Games Computer was the first PC capable of generating sprite graphics, which Signetics referred to as "objects".
During most of the 1980s, hardware speed was in the low, single-digit megahertz and memory was measured in mere 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.
The blitter is a hardware implementation of the painter's algorithm. For each frame the sprites are first bit blited (short for "bit block transfer") into the fast, large, double, and costly frame buffer and then the frame buffer is sent to the screen. The blitter was renamed to graphics accelerators as more complicated rendering algorithms are used. The blitter has a high initial cost for simple scenes.
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 texels 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 penality for doing unaligned reads needed for rotation. This leads to the limitations of the known implementations:
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.
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:
Sprites create an effective illusion when:
Sprites have also occasionally been used as a special-effects tool in movies. One such example is the fire breathing Balrog in ; 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.
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.
"Spriters" mostly use them to become sprite comic artists, for the purpose of creating a comic. It has been continued by Adobe Flash animators who create sprite cartoons. In these communities, spriting has been made into small sections; recoloring, edits, customs/scratching, splicing, etc. Sprites can be alternated by using techniques such as the ones above. By doing this, Spriters can create their very own "Sprite character" to use in "Sprite sheets" to show that the sheet was made by that spriter but the spriter must put a "sprite tag" on the sheet saying something like "Please do not steal" or "give credit" or "If you wish to put this on your site, do not remove this tag", etc. Sprites can be edited from any game where sprites are available. Making pictures with sprites is called a "Hoax" which is the sprites in a group or doing certain actions but a "Hoax" is not a true image from a game.
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.
History
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".
During most of the 1980s, hardware speed was in the low, single-digit megahertz and memory was measured in mere 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.
Hardware sprites
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.The blitter is a hardware implementation of the painter's algorithm. For each frame the sprites are first bit blited (short for "bit block transfer") into the fast, large, double, and costly frame buffer and then the frame buffer is sent to the screen. The blitter was renamed to graphics accelerators as more complicated rendering algorithms are used. The blitter has a high initial cost for simple scenes.
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 texels 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 penality 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 | Anisotropic zoom | Rotation | Background | Collision detection | Transparency | Source |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Amiga, Denise | display list | 8 | 16 | arbitrary | 3,15 | no | no | bitmap | yes | color key | ||
| Atari, ANTIC | display list | 2,8 | 128, 256 | 1,3 | yes | color key | [1] | |||||
| C64, VIC-II | display list run by CPU | 8 | 12,24 | 21 | 1,3 | 1,2 | no | 1 tile layer | yes | color key | [2] | |
| Game Boy | 40 | 10 | 80 | 8 | 8,16 | 3 | no | no | color key | [3] | ||
| GBA | 128 | 32 | 256 | 8 | 8 | yes | yes | affine mapped tile layer | alpha | |||
| NES, RP2C0x | 64 | 8 | 64 | 8 | 8,16 | 3 | no | no | 1 tile layer | partial | color key | [4] |
| Out Run, dedicated hardware | 128 | 32 | 8 | 8 | yes | no | 3 tile layers | alpha | [5], [6] | |||
| PC Engine, HuC6270A | 64 | 8 | 16,32 | 16,32,64 | 15 | no | no | color key | ||||
| Sega Master System Sega Game Gear | 64 | 8 | 64 | 8 | 8,16 | 15 | no | no | 1 tile layer | color key | [7] | |
| Sega Mega Drive | 80 | 20 | 320 | 8,16,24,32 | 8,16,24,32 | 15 | no | no | 2 tile layers | yes | color key | [8] |
| SNES | 128 | 32 | 256 | 8,16,32,64 | 8,16,32,64 | 16 | no (background scaling only) | no (background rotation only) | affine mapped tiles | color key, averaging | ||
| Texas Instruments TMS9918 | 32 | 4 | 64 | 8,16 | 8,16 | 1 | 1,2 | no | 1 tile layer | yes | color key | |
| Computer, chip | Sprites on screen | Sprites on line | Max texels on line | Texture width | Texture height | Colors | Anisotropic 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.
Background
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.
Move to 3D
An example of sprite animation from the popular game . In this frame the sprouts of grass and brown puffs of smoke are integrated into the scene using sprites. Other objects in the frame such as the character (Link), the flower just behind his feet, and the rock walls and ground are more complicated three dimensional objects that employ texture mapping.
A closer look at the graphic can help reveal imperfections of this rendering technique. Take a look at the puffs of smoke about the character and to the left. Notice that one sprite at the bottom of the largest puff of smoke is cutting into the ground, revealing its actual geometry is not an amorphous puff but a flat plane. Also notice that the grass near his feet is interacting with the flower near his feet in a strange way. The base of the grass is closer to the camera than the flower yet the blades appear to be behind. For this to be a correct perspective the grass would have to be leaning toward the ground away from the camera at an obtuse angle. Even though the original image that created the grass sprite was clearly created using textured polygons, it is being added to this scene as a sprite. These imperfections escape the notice of most viewers because they are rare, and often do not last very long as they and the camera move.
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:
- Rotoscoping - The filmed performances of live actors were sometimes used for creating sprites, most famously in the case of Mortal Kombat which added a relative element of realism to a fighting game. The method was used in a number of other fighting games, mostly in the mid 90s.
- Claymation or the use of posable models which were used for characters that could not be portrayed by actors. Famous early examples include Goro of Mortal Kombat and various enemies from Doom. Used to a greater extent in games like Clay Fighter.
- Pre-rendered CGI models - Introduced into mainstream by Nintendo's Donkey Kong Country and later used to a great extent in PC real-time strategy and RPG games prior to the move to true 3D. Since computers of the day could not run complex 3D graphics, footage of pre-rendered three-dimensional character models were often used which created (a relative) illusion of 3D.
Sprites create an effective illusion when:
- the image inside the sprite already depicts a three dimensional object
- the animation is constantly changing or depicts rotation
- the sprite exists only for a short period of time
- the depicted object has a similar appearance from many common viewing angles (such as something spherical)
- the viewer accepts that the depicted object only has one perspective. (such as small plants or leaves)
Sprites have also occasionally been used as a special-effects tool in movies. One such example is the fire breathing Balrog in ; 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.
Application
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.
Synonyms
Sprites have been known by several alternative names:- Player-Missile Graphics was used on the Atari 400/800 and Early Atari Coin Op games to refer to hardware-generated sprites. The term reflected the usage for both characters ("players") and other objects ("missiles"). They had restricted horizontal resolution (8 or 2 pixels, albeit with scalability, and a potential 192 lines of vertical resolution), limiting their use somewhat.
- Movable Object Block, or MOB was used in MOS Technology's graphics chip literature (data sheets, etc). However, Commodore, the main user of MOS chips and the owner of MOS for most of the chip maker's lifetime, applied the common term "sprite".
- On the Nintendo Entertainment System, Super Nintendo Entertainment System, and Game Boy, sprites were referred to as OBJs (short for "objects"), and the region of RAM used to store sprite attributes and coordinates was known as OAM (Object Attribute Memory). This still applies today on the Game Boy Advance and Nintendo DS handheld systems.
- BOB's or 'Blitter Objects', popular name for graphics objects drawn with the dedicated graphics blitter in the Amiga series of computers, which was available in addition to its true hardware sprites.
- Software sprites were used to refer to subroutines that used bit blitting to accomplish the same goal on systems such as the Atari ST and the Apple II whose graphics hardware had no sprite capability.
- The computer programming language DarkBASIC used the term Bob (for "blitter object") to refer to its software-sprite functions, before switching to the more conventionally-used "sprite" term.
- 3D Sprite is a term often used to refer to sprites that are essentially texture mapped 3D facets that always have their surface normal facing into the camera.
- Z-Sprite is a term often used for 3D environments that contain only sprites. The Z-parameter provides a scaling effect that creates an illusion of depth. For example in adventure games such as where the camera never moves, normal 2D sprites might suffice, but Z-sprites provide an extra touch.
- Impostor is a term used instead of billboard if the billboard is meant to subtly replace a real 3D object.
Sprite culture
"Spriters" mostly use them to become sprite comic artists, for the purpose of creating a comic. It has been continued by Adobe Flash animators who create sprite cartoons. In these communities, spriting has been made into small sections; recoloring, edits, customs/scratching, splicing, etc. Sprites can be alternated by using techniques such as the ones above. By doing this, Spriters can create their very own "Sprite character" to use in "Sprite sheets" to show that the sheet was made by that spriter but the spriter must put a "sprite tag" on the sheet saying something like "Please do not steal" or "give credit" or "If you wish to put this on your site, do not remove this tag", etc. Sprites can be edited from any game where sprites are available. Making pictures with sprites is called a "Hoax" which is the sprites in a group or doing certain actions but a "Hoax" is not a true image from a game.
Computer graphics is a sub-field of computer science and is concerned with digitally synthesizing and manipulating visual content. Although the term often refers to three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing.
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IMAGE (from Imager for Magnetopause-to-Aurora Global Exploration), or Explorer 78, was a NASA MIDEX mission that studied the global response of the Earth's magnetosphere to changes in the solar wind.
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Animation is the rapid display of a sequence of images of 2-D artwork or model positions in order to create an illusion of movement. It is an optical illusion of motion due to the phenomenon of persistence of vision, and can be created and demonstrated in a number of ways.
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video game is a game that involves interaction with a user interface to generate visual feedback on a video device.
The word video in video game traditionally refers to a raster display device.
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The word video in video game traditionally refers to a raster display device.
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Signetics, once a major player in semiconductor manufacturing, made a variety of devices which included integrated circuits, bipolar and MOS, the Dolby circuit, logic, memory and analog circuits and Motorola clone CPUs, some of which were included in the first Atari video games.
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The 1292 Advanced Programmable Video System is a video game console released by German company Radofin in 1976. It is part of a group of software-compatible consoles which include the Interton VC-4000 and the Voltmace Database.
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The Elektor TV Games Computer is a programmable computer system sold by Elektor in kit form, circa 1978. It uses the Signetics 2650 CPU with the Signetics 2636 PVI for graphics and sound. These are the same chips as used in the Interton VC 4000 console family.
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hertz (symbol: Hz) is the SI unit of frequency. Its base unit is cycle/s or s-1 (also called inverse seconds, reciprocal seconds). In English, hertz is used as both singular and plural.
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Edison cylinder phonograph ca. 1899. The Phonograph cylinder is a storage medium. The phonograph may or may not be considered a storage device.]] A data storage device is a device for recording (storing) information (data).
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kilobyte (derived from the SI prefix kilo-, meaning 1,000) is a unit of information or computer storage equal to either 1,000 bytes or 1,024 bytes (210), depending on context.
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complex instruction set computer (CISC pronouced sisk) is a microprocessor instruction set architecture (ISA) in which each instruction can execute several low-level operations, such as a load from memory, an arithmetic operation, and a memory store, all in a single
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hardwired control, in which the instruction bits directly generate the signals, or by microprorammed control in which a dedicated microcontroller executes a microprogram to generate the signals.
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Direct memory access (DMA) is a feature of modern computers that allows certain hardware subsystems within the computer to access system memory for reading and/or writing independently of the central processing unit.
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complex instruction set computer (CISC pronouced sisk) is a microprocessor instruction set architecture (ISA) in which each instruction can execute several low-level operations, such as a load from memory, an arithmetic operation, and a memory store, all in a single
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Bios or BIOS may refer to:
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- Life (in Greek, βίος/Bios)
- Biographies, a genre of literature/media based on accounts of people's lives
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video game is a game that involves interaction with a user interface to generate visual feedback on a video device.
The word video in video game traditionally refers to a raster display device.
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The word video in video game traditionally refers to a raster display device.
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bitmap or pixmap is a type of memory organization or image file format used to store digital images. The term bitmap comes from the computer programming terminology, meaning just a map of bits, a spatially mapped array of bits.
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A computer display monitor, usually called simply a monitor, is a piece of electrical equipment which displays viewable images generated by a computer without producing a permanent record.
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Blitter (from BLIT or Block Image Transfer) is a co-processor chip dedicated to memory data transfers, usually independently of the CPU using bit blit methods.
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History
Previously the computer's CPU was given the job of moving bitmaps around in memory...... Click the link for more information.
The painter's algorithm, also known as a priority fill, is one of the simplest solutions to the visibility problem in 3D computer graphics. When projecting a 3D scene onto a 2D plane, it is at some point necessary to decide which polygons are visible and which are hidden.
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Bit blit (bitblt, blitting etc.) is a computer graphics operation in which several bitmap patterns are combined into one using a "raster operator".
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Origins
The name derives from the BitBLT..... Click the link for more information.
The framebuffer is a video output device that drives a video display from a memory buffer containing a complete frame of data. The information in the buffer typically consists of color values for every pixel (point that can be displayed) on the screen.
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graphics processing unit or GPU (also occasionally called visual processing unit or VPU) is a dedicated graphics rendering device for a personal computer, workstation, or game console.
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Scanline rendering is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis.
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cache (IPA:/kæʃ/, like "catch" [1]) is a collection of data duplicating original values stored elsewhere or computed earlier, where the original data is expensive to fetch (due to longer access time) or to
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pixel (short for picture element, using the common abbreviation "pix" for "pictures") is a single point in a graphic image. Each such information element is not really a dot, nor a square, but an abstract sample.
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Genlock (for Generator Lock) is a common technique where the video output of one source, or a specific reference signal, is used to synchronize other television picture sources together.
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Screen may mean:
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- Window screen, a wire mesh that covers a window opening
- Fire screen
- Windshield (windscreen), protects the driver of a vehicle
- Screen-printing (silk-screening), a method of printing
- Projection screen, a viewing surface
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cache (IPA:/kæʃ/, like "catch" [1]) is a collection of data duplicating original values stored elsewhere or computed earlier, where the original data is expensive to fetch (due to longer access time) or to
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The term background may refer to:
In art;
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In art;
- Background (art), the part of a scene that appears to be farthest from the viewer
- Background lighting, a film technique
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