Demo or Die #01
28 февраля 1999 |
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Slang - Slenogovy dictionary demoscene.
__________________________________________ This text was taken from demo.design.faq, and we think he'll help in the orientation of the demo scene. (The definitions given below, of course, relate primarily to the demo scene. In parentheses are the words that occurred term, or another variant of the term). Musician (music artist) - musician - person who writes music for demos, intros, music disks, etc. Coder (code) - er .. programmer. In rather narrow sense of the word - uses mostly assembler. Graphician (gfx artist) - painter - paints a picture, logo, fonts, etc. Swapper (swap) - deals with spread the word software (your group or No - not important) through _obychnuyu_ (not e-) mail (parcels, letters and etc.) Fixer (fix) - deals with correction software to work correctly. For example corrects other people's bugs, governs NTSC'shny software for work in PAL'ovskoy computer (Commodore 64) Organizer (organize) - organizer inspirer what-if;) command. Cracker (crack) - engaged in burglary software to remove protection / no restrictions. Crew, Group - Team - A group of people unified idea (or organizer) for the implementation of any project (s) (Eg writing, demos, hacking / proliferation of software or anything else). Demo (in general) - a program written to show the possibilities of team programming, graphics, music, design. Does not imply its goal profit. More precisely: demo (demonstration) - the size of a ~ 100k intro (introduction) - the size of not more than 100k. Can be divided into: Trackmo (TRACKING deMO) - on the PC / Amiga - demo or intro, in which all the action (Ie image) is rigidly tied to music in a way that looks at one breath. Music - Techno usually (The best place to sync). On Commodore 64 so called demo, not requiring intervention during the show Rights (pressing the space bar to continue etc.) Dentro (DEmo-INTRO) - demo preview. Vypyskaetsya to probydit interest demo, which is not yet ready, but expected. Is a sometimes set of images (slideshow) with myzykoy and these effects, which can be bydet yvidet in a demo. SlideShow - Pictures (painted or pre-rendered), shows (with music) Music Disk - a set of several ringtones musician / s group, beautifully designed images / effects / text. Diskmag (Disk Magazine) - Electronic magazine. Differs from simple text the presence of music files / graphics / no That is, visual effects appearance of the journal almost as important as its content. Logo - small picture (less than screen), representing a symbol / emblem of something. As a rule, stylized team name, or project. Compo (competition) - contest / Contest / Competition (see also 'Party') Party - organized with any purpose of gathering people. For example, demo parties - to view the demos, which often written specifically for such events. Usually organizes a team with the assistance of sponsors. Most often parties are held in Scandinavian countries. HQ / WHQ / RHQ / ... (HeadQuarters, World HeadQuarters, Russian HeadQuarters) - "Headquarters" (World / Russia / etc) - usually the main BBS commands. On it lie recent releases of the group, through it can be contact with the group. Distribution Site (dSite, DistSite) - BBS (ftp), which can be downloaded all / latest releases command (s) dSite'om, which (s) this is the BBS. Gradient Filling (gradient fill) - Shading circuit c smooth change brightness / color. Fractal (fractal, fractal) - 1. self-similar sets, which for any increase in forms similar images, the most famous - the curve Koch, broken Sierpinski set Mandelbrot. 2. Mandelbrot set, as the most well-known special case of set theory Julia. Described by the theory of functions complex variable, is generated the aid of an iterative process z (i) = z (i-1) * z (i-1) + c, where z - a complex number with - pre-selected constant. For an arbitrary plane coordinates (x, y) takes a comprehensive number z, where x - is real, and y - imaginary part, we consider the behavior this sequence through a sufficiently a large number (n ~ 100-1000) iterations. On the plane, drawn point (x, y) color usually depends on | z (n) |. 3. Any images / landscapes / images for the formation of which is used random number generator, for example: plasma voxel landscapes ... Although, in and large, all are one and the same-;)) Voxel (VOlume piXEL) - element space, volumetric pixel. Voxel technology refers to the partition space into separate elements (usually tow parallel planes OXY, OXZ, OYZ) and viewing these elements as a indivisible. Texture Mapping - superposition method image / transparency / irregularities / etc on the surface, to give realism. Environment Mapping - overlay maps (Map) environment leads to that shiny (specular) objects begin to reflect everything around them. When Change position of an object, reflection also changes, reinforcing this effect. bump map - map of the irregularities. glow map - map samosvetimosti, shine. Motion Blur, Delayed Vectors - related concepts. In fact the effect blurred images with (fast) movement. Term Delayed Vectors often applies to WireFrame objects. Fading - a smooth change in brightness (Parts of) images. On the PC, usually achieved by changing the R, G, B for a given color in the palette. On C64 (and sometimes on the PC) - change attributes for this part image. Shading (shadowing, shading) - Methods allow to reproduce the object differently depending on the location light sources. Facet (flat) shading - The Edge polyhedron are colored, each one color of the light orientation in space with respect to the light source and observer. Object looks like crystal. Gouraud shading (.. Guro) - method halftone division with smooth color transitions: for each angle polyhedron assigned different colors and then held them in the interpolation under the surface. Phong shading (.. Phong) - Method halftone shading, which interpolation is carried out normal to the polyhedral surface, and then fill, which creates the effect of the game color (highlights) and gives a more natural images than Gouraud. (But works are usually slower than his) Nix Shading (.. Nix'a) - this method - variety Phong shading'a (method N1, paragraph 5.1), and texture that is the table 256x256. The only difference is that the normal not interpolated in the polar coordinates, but in general such that no name. This interpolation gives the same error, as in polar coordinates. But Nix solved the problem rotation of objects in all directions: rotated normal to the Cartesian system, and convert directly to the polar in shading. Splines (splines) - Types of Mathematical models used to represent smooth curves (passing through given points) Scaling (zoom) - Increase or decrease (part of) an image or object. Shade Bobs - effect obtained at movement across the screen from an arbitrary trajectory pattern (eg circle or square), and at every point of the motion, summing up the color with the colors already present in the pattern of ignoring the overflow. It is noteworthy that, if we move in the opposite direction, but deduct color, then we return to the black screen. Wireframe - performance models images as a "wire frame" of connecting segments. Zoom (in / out) - Increase (zoom, zoom in) / decrease (zoom out) object. Transparency - transparency. Transparent Vectors - The method of images transparent object. Morphing - smooth "transformation" of one Object (image) to another, by establishing a one-one matching each element of the original Object (s) of a finite and smooth changes in each other. Morphing is a mixture of three separate algorithms: warping'a, tweening'a and dissolving'a. Warping - a mathematical trick, with through which the image is stretched and compressed, as if it were drawn of rubber. Warping is defined by points or lines. Tweening, short for in-betweening, - Interpolation of two images for of smooth animation. Tweening usually performed over the points, lines or polygons. Tweening is convenient used if a specific implementation warping is focused on the line. Tweening'om of control lines can be smoothly distort the picture. Even with just warping'a and tweening'a, you can create photo-realistic animation of an individual photos. Dissolving, or cross-dissolving, - so talked about in Hollywood when a scene darkened, while the other "Clarified". In the middle to do a double exposure. Obtained as follows: if the whole image cover the net, then warping changes the shape of each quadrilateral, tweening moves grid, and dissolving a piece of change Pictures inside the quadrangle. When all these three effects are applied together, it turns morphing. Raytracing - a method for constructing realistic images of an object by its geometric (mathematical) model. For each picture element from the point observations pave the imaginary beam to defined as part of the model should be played to this point in the display. Because of the need for more computation is suitable mainly for obtaining static images (on machines such as Amiga, PC). Sample programs implement this method: Imagine (Amiga, PC), Caligari TrueSpace (Amiga, PC), RayDream, PovRay, Vivid. In 3D Studio this method is _not_ used. Rendering - Creating an image a particular representation of the object using one of the methods of synthesis realistic images (eg, Raytracing, Gouraud Shading) (information on the surface, the volume settings, etc.) Anti-aliasing - removal roughness / contour gradation Image Bump Mapping - a method of displaying bumpy surface Frame Buffer - Dedicated memory area in which the image (Frame) is stored in the form of ready-to-output to screen S-Buffer - the same as the Z-Buffer, only one image made not a single pixel, and the segment horizontal (or vertical, if so convenient) scan-line. Stands for Span-Buffer (sometimes called Segment-Buffer). Clipping - amputation images that go beyond the boundaries of the region Modeling - the process of describing the shape, object motion and structure of its surface Sprite (sprite) - small (much smaller than the screen) a graphic object _apparatno_ formed which can be withdraw / move _v_lyubom_ graphic / text mode. Can draw an analogy - as if the screen imposed a transparent film on which draw a picture. Usually there are also means for determining the collision Sprite (sprite to sprite collision), clashes with the image sprite (Sprite to background collision), sprite can also be placed before or after image or another sprite (sprite priority). In most systems, there restriction on the number of sprites that are visible on screen simultaneously. This restriction, as usually be overcome. Fields of application: moving objects. imposition of one image to another. increase in resolution / number of colors image. scrolling. What is called a sprite on the PC - have in common with them is that it is also little graphic:) But the real it - just a picture. All of the above features are implemented in software and because of this poor. Animation (Animation) - Serial screen output is stored in memory / on ROM packed / not packed images. (Standard format is eg. FLI,. FLC,. AVI,. MPEG) If the image is formed before appears on the screen (by any calculations, or simply from other images), as a rule, it is No animation. __________________________________________
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