[comp.sys.amiga] Another problem of high resolution and lots of colors

wizard@sosaria.imp.com (Chris Brand) (06/13/90)

Hear this: I rendered a complex SA4D scene with 1280 x 1024 pixel and 24
bit color. First of all it took my 2620-equipped machine 30 hours to render
one picture. Then the raw data used nearly 4 megs. Even after converting it
to a (naturally compressed) IFF file, it still took 2.3 megs. How does this
work on systems who use such high resolution with lots of colors? Is it
simply done with big, big storage devices or do they have better
compression algorithms that can shrink these incredible numbers? Imagine a
100 frame animation with such data!


--
------------------------------------
Chris Brand - wizard@sosaria.imp.com
"Justice is the possession and doing 
of what one is entitled to" - Platon
------------------------------------

daveh@cbmvax.commodore.com (Dave Haynie) (06/14/90)

In article <04778.AA04778@sosaria.imp.com> wizard@sosaria.imp.com (Chris Brand) writes:

>Hear this: I rendered a complex SA4D scene with 1280 x 1024 pixel and 24
>bit color. First of all it took my 2620-equipped machine 30 hours to render
>one picture. Then the raw data used nearly 4 megs. Even after converting it
>to a (naturally compressed) IFF file, it still took 2.3 megs. How does this
>work on systems who use such high resolution with lots of colors? Is it
>simply done with big, big storage devices or do they have better
>compression algorithms that can shrink these incredible numbers? Imagine a
>100 frame animation with such data!

Most non-Amiga (eg, expensive) Animation systems don't attempt to run their
animations in real-time to the system display.  Instead, they work in 
conjunction with hard disks and/or single frame video recorders.  The real
high-end stuff, of course, would record on film rather than video equipment,
and chances are, most of the images aren't stored on disk once they're
recorded.  Probably dumped to tape or discarded.

Good software compression schemes don't lend themselves to real-time video
on most computer systems.  Some new hardware based devices and/or fast DSP
chips with good algorithms can manage 10-100 times compression of 24 bit
images with good decompression times.  But they don't come cheap.

>Chris Brand - wizard@sosaria.imp.com


-- 
Dave Haynie Commodore-Amiga (Amiga 3000) "The Crew That Never Rests"
   {uunet|pyramid|rutgers}!cbmvax!daveh      PLINK: hazy     BIX: hazy
	"I have been given the freedom to do as I see fit" -REM

mark@calvin..westford.ccur.com (Mark Thompson) (06/15/90)

In article <04778.AA04778@sosaria.imp.com> wizard@sosaria.imp.com (Chris Brand) writes:
>
>Hear this: I rendered a complex SA4D scene with 1280 x 1024 pixel and 24
>bit color. How does this
>work on systems who use such high resolution with lots of colors? Is it
>simply done with big, big storage devices or do they have better
>compression algorithms that can shrink these incredible numbers? Imagine a
>100 frame animation with such data!

As a general rule, high-res full color animations are directly dumped
to some form of image storage such as laser disks, video tape, film,
etc. At 118 Mbytes per second of animation (1280x1024 at 30 fps),
digital is not very practical. Thats 7 Gig for a 1 minute anim.
Also, non-destructive compression generally doesn't do enough on
full color images to make it worthwhile.
+--------------------------------------------------------------------------+
|  Mark Thompson                                                           |
|  mark@westford.ccur.com                                                  |
|  ...!{decvax,uunet}!masscomp!mark   Designing high performance graphics  |
|  (508)392-2480                      engines today for a better tomorrow. |
+------------------------------------------------------------------------- +