[net.graphics] Color Map Psuedo-Animation Response Summary

ken (02/22/83)

From: decvax!harpo!utah-cs!jwp

I used color-map animation, to (what else?) make animated films.

Actually, the color map animation was used as a preview mechinism for the
real filming, which was done using shaded 3D imagery and was two slow for
real time.  Traditional technique; by writing each frame in each available
color and then turning each color "on" in sequence by telling the color map
that the color is white and all others are black.

There are some problems with this, one of them being that if the movement is
very slow the "black" parts of some frames will overwrite earlier frames.
Thus things at the beginning of the sequence tend to look rather ratty.

To get around this, I also used "Pan" animation, meaning the frames were
distributed sequentually in each quadrant of the screen.  By using a zoom
magnification factor of *2 (so only 1/4 of the screen shows at once) and
changing the origin, frames are shown in sequence.  By writing one set
of four frames in one "color", the next set of four in the next "color", etc,
you can make a pretty good improvement towards eliminating overwrite.
(Also I should mention the frame buffer used was only eight bits deep,
so images were restricted to black and white line drawings.  This was part 
of the "INCAS" animation system done at Oregon Software).

So much for my hacking.  For a serious investigation of using frame 
buffer/color map/zoom-pan/etc. tricks, you'll want to get a copy of
Dino (real name is Dennis, I think) Schweitzer's PhD thesis, currently
in progress here at the U of Utah. (I think he plans to finish this summer,
but don't quote me on that).  He has done a lot of research on how to improve
visual perception using frame buffer techinques, ranging from color-map
animation to the use of shading and transparency.  I've seen some pretty
impressive things done with it, e.g. fully rendered surfaces moving about
in real time on non-megabuck hardware.  Several other of the utah graphics
people (The Alpha_1 computer-aided design group, to be exact) have come up 
with similar techinques, e.g. using color map animation to make it appear 
as though the light source in an image is moving as you twist a knob.

You may also want to check out the "SHAZAM" animation system done by the folks
out at Xerox-PARC during the mid 70's (I think this was the SmallTalk/LRG
group, I may be able to dig up a referance).

jw-peterson

p.s.  I'm also quite interested in this type of stuff...pls post the responses.

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From: decvax!yale-comix!brunix!foxvax1!cascio

Steve Feiner at Brown University (brunix! ? ) has done a lot of work in
animation.  He has developed a unique music score-like notation for
orchestrating the simultaneous movements of different things on the 
screen.  See IEEE Computer Graphics and Applications, Sept. 82.
Many of these techniques are based on color table manipulation, if
I'm not mistaken.

Joe Cascio
The Foxboro Co.
(foxvax1!cascio)

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To: seismo!harpo!decvax!decwrl!turtleva!ken

Yes, we here at U. of Rochester have done so.  It is even published
in (I think) Computer Graphics and Image Processing about four years
ago.

We used it to animate a globe spinning and also as an aid in Star Wars
game.

=lee

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From: burdvax!hdj

I know of one commercial c.g. system that makes (made?) heavy use
of color table animation.  It is described by Dick Shoup in the
1979 or 1980 Siggraph Proceedings, and was sold for a while
by his company, called Aurora.  I think Ampex marketed it, too, or
had something similar.

		Herb Jellinek, burdvax!hdj

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>From decwrl!decvax!yale-com!brunix!skf Wed Feb  9 13:27:56 1983

See Dick Shoup's paper, Color Table Animation, in Computer Graphics 13:2
(Proc Siggraph '79), for a good explanation of the standard color table
animation tricks. Color table animation is a widely touted feature of the
commercial paint systems being sold to television stations.  Limited? True, but
we've used color table animation (on raster systems with slow pixel write times
that make it impossible to draw big things fast) for movie marquee style
cycling arrows, a variety of blinking effects in which colors smoothly fade
from one to the other, fading up/down images, etc.

Other animation effects may be obtained in combination with the hardware pan
and zoom instructions provided on many raster systems. For example, in a
1280x1024 8 bit deep frame buffer, one might draw 128 320x256 1 bit deep
images.  These may be viewed in rapid sequence by zooming up 4 times and
panning through the 16 images on each plane, changing the color lookup table as
each new plane is inspected, so that plane's bit alone determines the color of
a pixel. At 15 frames per second, that's over 8 seconds of animation.  Other
variations include using several bit deep multicolor images, mixing image size
and depth, varying the amount of time spent on each, introducing local image
loops, and employing some additional color lookup table effects (or actual
drawing) when displaying some of the images.

These techniques have been invaluable for previewing movie animation and can
serve as a useful supplement to a vector system when there's a need for shading
or hidden line removal, or image/object modifications that just can't be done
in real time.

					Steve Feiner
					{decvax,vax135}!brunix!skf
					skf.brown@udel-relay

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>From ken Thu Feb 10 22:05:53 1983

Thanks for your response to my question about color map pseudo-animation.
Tom Duff pointed out that KRON-TV here in the San Francisco Bay Area uses
Dick Shoup's Aurora system quite a bit during the news and sports events.
Dick markets the machine as a cheap vehicle to do animation with, and KRON
actually does use the psuedo-animation capabilities of the color map for
interesting effects, such as moving flames in the over-the-shoulder picture
above the newscaster as he tells about a fire.  They also use the paint
capability of the system to draw on the weather map.

I was asking the question because the question came up in my work as to
whether color maps should be loadable in the vertical interval.  So far
I haven't been able to come up with a good reason except that
"everyone" else does it.

			Ken Turkowski
			ucbvax!decwrl!turtlevax!ken

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From: Liudvikas.Bukys

Eugene Ball's StarWars, a Death-Star simulation, ran on a Xerox Alto
communicating over a 3Mb Ethernet to a Grinnell GMR26 on a Data General
Eclipse.  It used the GMR's color map for double (or triple?) buffering.

(His most famous game creation was Alto StarTrek.  Well known to Alto
users, it was pictured (without credit) in an illustration in Byte
Magazine once.)

There was an article by Ken Sloan and possibly Gene Ball in some
journal on the subject of color maps.  I believe StarWars is even one
of the illustrations.  I can dig up the reference if you like.

Liudvikas Bukys
rochester!bukys

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From: decvax!watmath!watcgl!dmmartindale

One very useful technique is to use reserved colours for things like
menus, and then stuff colour map entries to make them appear and disappear
instantly as the user does various things.  This isn't as good as having
a crossbar switch between your frame buffer and lookup tables since the
crossbar lets you have overlapping menus without worrying about handling
intersections of various menus, but lots more available hardware has
lookup tables than a crossbar.

skf (02/22/83)

In response to Ken's question about when to load the color lookup table:
If the color lookup table can't be loaded during vertical retrace, then some
objects may have their top parts displayed in their previous colors and their
bottom parts in their newly set colors.  To make matters worse, if a table
entry is being changed in rapid succession (to accomplish a fade) and the
graphics system provides no ability to sync the changes with the video then the
point of color change may even occur at a different video line in each frame
(very visually unsettling!).

					Steve Feiner
					decvax!brunix!skf
					skf.brunix@udel-relay

lee (02/23/83)

Actually, the real reason that you want to load the look-up table
during retrace is to eliminate contention for the look-up table 
memory.  We have a Grinnell 27 and it doesn't load at that time
and so there is contention which shows up as snow on the image for
brief periods.  Very distracting if you are trying to do animation
and are thus changing the table continuously.

=lee

(seismo or allegra)!rochester!lee