/text/pro/TRUECOLO.DOC

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  1. I sent this off to Barry and Eric. Thought you might like a look at it:
  2. Proposal for True Color Frame Animation Software
  3. I. The Market
  4. True color cards (those displaying 32000 and more colors
  5. simultaneously) are starting to appear for less than $1000.00.
  6. One of the bonuses of the VGA was to equip everyone with analog
  7. RGB monitors. With true color we start to see a greater
  8. interplay between the computer realm and the video realm. I feel
  9. it is likely that the market for a true color animator will be 2-
  10. 4x as large as the market for PJ. While there are many technical
  11. challenges to be met in designing and implementing such a system,
  12. it is likely that the transition from variable/hi-res 8 bit a
  13. pixel frame editing to true color will be easier than the
  14. transition from fixed/lo-res 8 bit a pixel frame editing to PJ.
  15. II. Low Level Technical Considerations
  16. For an Animator style program to be effective we must first
  17. develop real-time decompression algorithms. Delta compression
  18. will always work when not too much of the screen is moving, in
  19. the worst case the speed of animation is determined by how fast
  20. you can move an uncompressed frame from RAM (or disk) to the
  21. display card. For hand drawn animation six frames per second
  22. (fps) is typically used for scenes where the motion is slow, 12
  23. and occasionally 24 where the motion is fast. In my experience
  24. the traditional cel animator will be happy with 12 fps. Computer
  25. synthesized 3-D flybys on the other hand need 24 fps to appear
  26. credible, and benefit from a solid 60 fps. For video/filmed
  27. sources I consider 15 fps near the bare minimum, and 30 adequate.
  28. Considering the small size of the traditional cel animation
  29. market, a true color product is going to have to address
  30. computer synthesized or video sources. Fortunately computer
  31. synthesized graphics tend to have small enough changes between
  32. frames that a system capable of displaying 15 fps of video is
  33. easily able to display 30 fps of most synthesized imagery.
  34. Indeed without special compression/decompression hardware video
  35. imagery reverts to the worst case more often than not. So lets
  36. look at the data rates required for 15 fps uncompressed images:
  37. Display Resolution Depth (bits) Data Rate (byte/sec)
  38. VGA/MCGA 320x200 8 960,000
  39. Super VGA 256K 640x400 8 3,840,000
  40. Super VGA 512K 640x480 8 4,608,000
  41. 8514/A 1024x768 8 11,796,480
  42. NTSC 512x240 16 3,686,400
  43. NTSC Interlace 512x480 16 7,372,800
  44. Better NTSC 512x480 32 14,745,600
  45. HDTV 1024x960 32 58,982,400
  46. The most popular "hi-res" mode of PJ is likely to be 640x480
  47. since this matches the 16 color resolution people have come to
  48. love in their VGA cards. As you can see a minimal resolution but
  49. still suitable for NTSC video-taping would have a _lower_ data
  50. rate than hi-res PJ. Even the shift from PJ resolution to the
  51. relatively hi-end 512x480 32 bit-a-pixel resolution would be
  52. roughly a 3x increase in data (as opposed to the 5x increase we
  53. had coming from VGA/MCGA resolutions.)
  54. Though in truth PJ does not keep up with Autodesk Animator
  55. frame rates in the high resolutions, it does come close. We
  56. achieved this by sending data to the video card 16 bits at a time
  57. instead of 8. In the time between the Animator release and PJ's
  58. release the clock speed of your 'power' PC nearly doubled. As a
  59. result we managed to nearly break even! I imagine clock speeds
  60. will continue to go up, and that 32 bit buses will become more
  61. common in the next 12-18 months. So with luck when a true color
  62. product is ready for release we will be able to maintain frame
  63. rates even at the better NTSC resolutions.
  64. III. Hardware Assisted Compression and Decompression
  65. PJ manages to do a credible job of full-screen animation in
  66. hi resolutions when playing back from RAM. However even from a
  67. very fast hard disk animation with large deltas are slow at best,
  68. and often embarrassingly jerky. One reason is disk speed has
  69. not advanced at the rate that memory speed has, also the faster
  70. disks already had 16 bit data paths at the time of the Animator.
  71. Though personally I'd rather see a breakthrough in mass storage
  72. technology, and EISA controllers with 32 bit interfaces,
  73. hardware image compression and decompression devices provide
  74. another solution that at the moment looks a bit more likely in
  75. our time frame.
  76. I know of several hardware image compression efforts in
  77. various stages. There is the much talked about DVI effort. I
  78. am a bit skeptical of this one. This started out as the work of
  79. a small design team at Sarnoff (sp?) Labs. From what I can tell
  80. the early work was quite good. However it was done using silicon
  81. compilers with the naive hope that the design could be hand
  82. polished and speed tweaked in a timely manner without introducing
  83. lots of bugs. This is somewhat akin to thinking that the output
  84. of a C compiler is a good place to start for developing maximally
  85. efficient assembler code, and I can tell you it just isn't so!
  86. Better to work at a higher level and wait for the processes to
  87. get faster underneath you in the meantime. At any rate DVI was
  88. developed by a small group who weren't tied to any particular
  89. computer architecture. Their prototypes (for expedience sake
  90. from what I can tell) were mounted on boards that could slot into
  91. a PC. Bill Gates and the good folks with vested interest in the
  92. IBM PC architecture were in dire need of an answer to the CDI
  93. threat (see below). They latched onto DVI, trumpeting it to the
  94. press while it was still very much in the experimental stage.
  95. Meanwhile the DVI group was moved first to Princeton, and later
  96. to Silicon Valley. One wonders how many of the designers
  97. survived the changes in management and the moves. The target of
  98. DVI, a read only medium with a data transfer rate not that much
  99. better than high density floppies, is quite unlike the
  100. interactive editing environment associated with the Animator.
  101. The color fringing and other artifacts introduced in the
  102. compression process make DVI no better to the video producer than
  103. straight analog NTSC (but with lower resolution). Intel heard
  104. some of our problems with this medium when we met with some of
  105. their DVI management slightly before the release of the Autodesk
  106. Animator and,to their credit,seemed concerned. They offered no
  107. solutions beyond --"well it is microcodable." Given the amount
  108. of money and press spent on DVI I suspect we will be hearing of
  109. it for quite some time, but I frankly doubt it will be of use to
  110. us in a true color frame editor.
  111. Predating DVI is CDI (Compact Disk Interactive). This is
  112. envisioned as a keyboard-less computer more like a video-game
  113. console than a PC which will, incidently, play back audio CD's.
  114. Sony, Phillips, and other extremely large corporations have been
  115. working on it for some time. It looks like a well-designed
  116. system, though again four years after the big excitement in the
  117. press it has yet to find it's way into consumers hands. It is
  118. based on a 68000 compatible processor running OS-9 (which is a
  119. multi-tasking operating system I have a bit of experience with).
  120. There is also a (more modest) image decompression chip set which
  121. has a mode that could, charitably, be described as true color.
  122. The original chip set could do run-length decompression. Later
  123. seeing the Antic Cyber stuff, Zoetrope, Dpaint III, and, indeed,
  124. talking to myself, they implemented delta decompression first in
  125. software and now I hear in hardware as well. The true color
  126. mode is 9 bits a pixel, and uses a color model closer to NTSC
  127. than RGB, though I've forgotten the details. (It is better than
  128. HAM on the Amiga though!)
  129. A company well worth watching is Compression Labs. I don't know
  130. many details, but they have been making compression components
  131. for video-phones for several years now, and seem quite stable and
  132. on the ball. Their work that I've seen has been black and
  133. white, with a relatively low frame rate, and lo res to boot. But
  134. they do compress and decompress in real time, and squeeze it down
  135. enough to go over a phone line.
  136. C-Cubed also is very far along in some digital video compression
  137. chips. Since you probably know more about them than I do I'll
  138. omit the details here. Perhaps you can fill me in on it later.
  139. How exactly our true color frame editing software will relate to
  140. these hardware image compression engines is hard to say without
  141. working directly with these chips. In PJ I put the
  142. decompression routines onto drivers which are loaded by PJ, and
  143. can be developed by third parties. I made the decision to keep
  144. the compression side on the host. (This makes it easier to
  145. interchange files and makes the drivers less complicated, but
  146. means that hardware assist has to be tailored to our format.) In
  147. the true color system I will put both the compression and the
  148. decompression into the driver so that the driver can format the
  149. data to be as fast as possible with a particular set of hardware.
  150. It's my feeling that for at least the first couple of years of
  151. release this hardware is going to be either an 80486 or a TI
  152. 34010 or 34020 for most people. (The 34010 is a microprocessor
  153. with an instruction set especially handy for graphics. It turns
  154. out it does Limpel Zif Welch (arc-type) and Huffman decoding much
  155. faster than a traditional microprocessor as well. We'll see soon
  156. how fast it can decompress PJ-formatted Flic's, Jake Richter and
  157. TIGA 2.0 willing.) Given the changing state of hardware
  158. compression, loadable drivers is the best way to handle these
  159. chips at the present time.
  160. IV. Adaptation of PJ to True Color
  161. Adapting PJ to true color will proceed in several phases. First
  162. we need to devise a file format and associated 80386 compression
  163. and decompression routines. This will probably take one to two
  164. months and should be started as soon as possible. If we manage
  165. to devise even semi-credible frame rates on today's hardware I
  166. would say it'd be easy to sell Autodesk on the rest of the
  167. project. Possibly we can work on 34010 assisted techniques
  168. during this stage. (There's a 34010 in the Hercules Graphics
  169. Station Card which is currently one of the cheapest ways to get
  170. into true color.)
  171. The next phase is to bring up a true color PJ with no changes to
  172. the user interface. This'll probably take around three months.
  173. The third phase would be to bring the benefits of true color to
  174. the user. The Palette Panel will, of course, need extensive
  175. reworking. It'd also be desirable to incorporate 'object based'
  176. antialiasing rather than post-process antialiasing (lines that
  177. are drawn with soft edges rather than smoothed out by the user as
  178. a second operation.) We will, I assure you, think of many other
  179. features that are suddenly easy to implement in the context of
  180. true color, and desirable to the user. I would like, if
  181. possible, to get Dan Silva to work with us during this phase,
  182. which should be allotted at least three months.
  183. Finally we need to consider features such as outline fonts,
  184. better titling in general, communication with the 3-D software
  185. (which works naturally better in true color than in 256 color),
  186. and, God bless us, whatever ADI has turned into by then. Add
  187. three months for these types of features, three or four months
  188. for QA and we should be ready to sell the product.
  189. V. Conclusion
  190. A true color frame editing system to be released in 12-18 months
  191. looks in my mind a good deal more feasible than PJ ever was. I
  192. believe it will benefit more from synergy with our 3-D software,
  193. and make more use of video image sources than anything we've seen
  194. yet. In short, I feel we should embark on the initial stages of
  195. developing compression formats immediately, possibly using Jim
  196. Mackraz, Eric Lyons, or myself. We may want to put off later
  197. stages until we see how PJ does, but I am confident that a true
  198. color product will do much better than the hi-res 256 color one.
  199. &