TW446888B - Animation display process method - Google Patents
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、446 8 8 B 五、發明說明(1) ---- 本發明係有關於一種動畫顯示處理方法,特別是利用 自動裝載技術和智慧型讀取技術等等來處理動畫顯示的方 法,能夠減少所需資料量、提高在不同機器上的適應性和 兼容性以及提昇播放速度。 在傳統視窗操作環境中,要實現人物遊走等等動畫效 果的方式,大都是採用點矩陣列(BMP array)形式加以儲 存。也就是說,整個動畫的顯示是利用一連串的影像框資 料來達到,而每格影像框則是利用BMP格式(點矩陣)來儲 存。一般而言,利用BMP格式儲存的影像幀需要相當大的 記憶容量’特別是在所顯示的動晝中包含許多格影像框的 情況’要求的記憶容量更大。舉例來說,如果一組動畫資 料的畫面大小為240 X 24 0,共使用48格影像框,每個像素 的顏色數為2 56色(需要8位元)’總共就需要有240 X 240 X 48 X 1 = 27 648 0 0 (位元組)与2. 7MB的儲存空間。在實際進行 動畫顯示之前,一般是將一組動晝資料令的所有影像框依 照動畫顯示的順序,拼凑成一個大圖。在進行動畫顯示 時’就將整個大圖一次讀到内存記憶體依照這組動畫 資料中各格影像格的顯示順序’依序進行顯示。 以上即為習知動畫顯示處理方法的簡單描述,據此可 以歸納出幾點。首先,習知動畫資料的儲存方式需要相當 大的記憶容量。BMP影像格式是將每個像素的資料組合而 成,所以即使是相當小型的動畫’也可能會佔用非常大的 儲存空間。第二、根據前項可推知’如果需要顯示一個需 要多格影像框組合的動畫資料’整個内存記憶體的需求也446 8 8 B V. Description of the invention (1) ---- The present invention relates to a method for processing animation display, especially a method for processing animation display using automatic loading technology, smart reading technology, etc., which can reduce The amount of data required, increased adaptability and compatibility across different machines, and increased playback speed. In the traditional window operation environment, to achieve animation effects such as character walking, most of them are stored in the form of point matrix columns (BMP array). In other words, the entire animation is displayed using a series of image frame data, and each image frame is stored in BMP format (point matrix). In general, a large memory capacity is required for image frames stored in the BMP format, especially when a displayed moving day contains a large number of image frames. The required memory capacity is greater. For example, if the frame size of a set of animation data is 240 X 24 0, a total of 48 grid image frames are used, and the number of colors of each pixel is 2 56 colors (requires 8 bits). A total of 240 X 240 X 48 X 1 = 27 648 0 0 (bytes) and 2. 7MB of storage space. Before actually displaying the animation, generally all the image frames of a set of moving day data orders are assembled into a large picture according to the order of the animation display. During the animation display, the entire large image is read into the memory at one time according to the display order of the image frames in this set of animation data. The above is a brief description of the conventional animation display processing method. Based on this, several points can be summarized. First of all, the storage method of the animation data requires a considerable memory capacity. The BMP image format is a combination of the data of each pixel, so even a relatively small animation ’may occupy a very large storage space. Second, it can be inferred from the foregoing paragraph that if the animation data that requires a multi-frame image frame combination is required to be displayed, the entire memory requirements are also
CAProgram Files\Patent\0549-377〇-E. ptd第 4 頁 446888 五、發明說明(2)CAProgram Files \ Patent \ 0549-377〇-E. Ptd page 4 446888 V. Description of the invention (2)
會相當大。一般而言,内存記憶體是系統運作 料儲存/處理元件。因此,假設動晝資料佔用大 記憶體時,顯然對於整個系統效能是有負面的影響。但是 如果為此而降低動畫内包含的影像框格數, Z 比較粗糙的動畫顯示品三,—般在處理動畫顯示時 為了提咼動畫顯示的速度,大都是採用内存記憶體來儲存 這些待顯示的影像框資料。内存記憶體一般是^用動態隨 機存取記憶體(Dynamic Random Access Memory,DRAM), 其相對於硬碟機等大量儲存媒介而言,具有快速存取的特 性。然而,每個電腦系統實際上的硬體條件並不相同,有 的可能具備足夠的内存記憶體來處理動畫,但是也有部分 無法提供足夠的内存記憶體空間。此時如果強制將動畫資 料設定在比較慢速的硬碟上進行顯示,這顯然會減慢動晝 顯示的速度。因此,習知動畫播放系統無法根據本身實際 硬體的條件,來選擇最適當的儲存播放媒介。第四、當美 工人員製作動畫影像框資料時,一般是先繪製第一格影像 框後,再根據此動畫中人物的移動速度和移動方向,依序 畫出後續的影像框。不過在習知動畫播放處理方法中所採 用的動晝資料,都是以點矩陣影像格式加以儲存。因此, 美工人員必須在完成美工動畫檔之後,再進行點矩陣影像 格式的轉換,這也會加重美工人員的工作量。 除了上述的問題之後,動畫顯示速度也是影響動畫顯 示是否流暢的重要關鍵之一。因此’除了要解決上述所舉 出的習知動畫播放方式缺點外,也需要儘可能地提昇動畫Will be quite big. Generally speaking, memory is a storage / processing element for system operation. Therefore, assuming that dynamic data occupy a large amount of memory, it obviously has a negative impact on the overall system performance. However, if you reduce the number of image frames contained in the animation for this purpose, Z is a relatively rough animation display product III. Generally, in order to improve the speed of animation display when processing animation display, most of them use memory to store these to be displayed Image frame data. Memory memory generally uses dynamic random access memory (DRAM), which has fast access characteristics compared to a large number of storage media such as hard disk drives. However, the actual hardware conditions of each computer system are not the same. Some may have enough memory memory to handle animation, but some may not provide enough memory memory space. At this time, if the animation data is forced to be set on a slower hard disk for display, this will obviously slow down the speed of the daytime display. Therefore, the conventional animation playback system cannot choose the most suitable storage and playback medium according to the actual hardware conditions. Fourth, when the artist creates animated image frame data, the first frame is generally drawn first, and then subsequent image frames are sequentially drawn according to the moving speed and direction of the characters in this animation. However, the dynamic data used in the conventional animation playback processing method are stored in the dot matrix image format. Therefore, the artist must complete the conversion of the dot matrix image format after completing the artist animation file, which will also increase the workload of the artist. In addition to the above problems, the speed of animation display is also one of the important keys that affects the smoothness of animation display. Therefore ’, in addition to solving the shortcomings of the conventional animation playback method mentioned above, we also need to improve the animation as much as possible.
C:\ProgramFiles\Patent\0549-3770-E.ptd第 5 頁 4468 8 8 五、發明說明(3) 顯示的速度。 有鑑於此’本發明的主要目的,在於提出一種動畫顯 不處理方法,能夠減少動畫播放所需的資料量、自動針對 系統硬艘條件設定播放媒介、減少美工人員製作時的工作 量以及提昇動畫播放時的速度,藉以達到更佳的動畫顯示 效果。 根據上述之目的,本發明提出一種動畫顯示處理方 法,可適用於一動畫播放系統中’此動畫播放系統至少包 括慢速存取儲存裝置(如硬碟機)和快速存取儲存裝置(内 存圮憶體)。此動畫顯示處理方法包括下列步驟。首先接 收一播放指令,用以指示動 料。此動畫資料包含第一格 料’其中第一格影像框資料 資料,亦即點矩陣影像格式 於動畫資料中的其他影像框 (點矩陣影像格式)比較的變 找出此動畫資料及其包含的 動資料,並且判斷快速存取 空間,能夠儲存這組動畫資 有足夠的儲存空間時,則將 儲存裝置中進行播放;如果 的儲存空間時,則將這組動 置中進行播放。進行播放時 速存取儲存裝置中,讀取第 畫播放系統中待播放的動畫資 景夕像框資料和複數個變動資 包含完整第一格影像框的影像 ’而這些變動資料則分別對應 ’分別表示與前一格影像框 動值。接著根據此播放指令, 第一格影像樞資料和複數個變 儲存裝置是否具有足夠的儲存 料。如果快速存取儲存裝置具 設定這組動畫資料在快速存取 快速存取儲存裝置不具有足夠 畫資料設定在慢速存取儲存裝 先從快速存取儲存裝置或慢 格影像框資料並且進行播C: \ ProgramFiles \ Patent \ 0549-3770-E.ptd page 5 4468 8 8 V. Description of the invention (3) Display speed. In view of this, the main purpose of the present invention is to propose a method for processing animation display, which can reduce the amount of data required for animation playback, automatically set the playback medium for the system's hard ship conditions, reduce the workload of artists during production, and improve animation. Speed during playback to achieve better animation display. According to the above purpose, the present invention proposes a method for processing animation display, which can be applied to an animation playback system. The animation playback system includes at least a slow access storage device (such as a hard disk drive) and a fast access storage device (memory). Memory). This animation display processing method includes the following steps. First, a playback instruction is received to indicate the material. This animation data contains the first grid material, where the first grid image frame data data, that is, the dot matrix image format is compared with other image frames (dot matrix image format) in the animation data. Find out this animation data and its contained If you have enough storage space to store this set of animation data, you will play it in the storage device; if you have a storage space, you will play this set in the center. In the quick access storage device during playback, read the animation data to be played in the first picture playback system, and the image data of the picture frame and the plurality of changes include the image of the complete first frame image frame, and these change data are corresponding to 'respectively' Move the value with the previous image frame. Then according to this playback instruction, whether the first grid image pivot data and the plurality of variable storage devices have sufficient storage materials. If the quick access storage device is set up, this set of animation data is not fast enough in the quick access storage device. The picture data is set in the slow access storage device. The quick access storage device or slow frame data is first played and played.
446B 8 8 五、發明說明(4) 放。對於之後的其他的影像幀而言 處理。在播放前一格影德疋採用下4的方式 別地讀取上述變動資料,且:前存裝置中個 像格式)比較產生出對應的影像框,:存^ 此,在進行某一格影像 81仔在緩衝區中,因 存下一格影像框,所以可以庠播 ^夠在緩衝區中儲 像框。由於動畫資料是採 此緩衝區中的這些影 所以必需的記憶空間較小並且;;權的格式加以儲存, 換;另外,播放時= = : = :影像格式的轉 線(―)方式I能二框的讀取是採用管 的較慢速的硬碟進行,也可以達到相當好 在上述的動畫顯示處理方法中, 含一儲存類型資料,用以指定動畫 ^二、尚可以包 的儲存裝置。㈤果儲存類型資料;指定的m:幢 將這些影像幢設置在慢速存取儲 工間時’就 圖式之簡單說明: 為使本發明之上述㈣、特徵和優點 :文特舉一較佳實施例’並配合所附圖式,作詳=如 圖第1圖表示本發明實施例中動畫顯示系統的硬體架構446B 8 8 V. Description of Invention (4) Release. It is processed for other subsequent image frames. Before playing a grid shadow, the following 4 methods were used to read the above change data separately, and: the image format in the previous storage device) was compared to generate a corresponding image frame: save ^ This, in a certain grid image 81 is in the buffer zone, because the next frame is stored in the buffer, so you can play ^ enough to store the frame in the buffer zone. Because the animation data are from these movies in this buffer, the required memory space is small and; the format of the right is stored and changed; in addition, during playback = =: =: the format of the image transfer line (-) method I can The reading of the two frames is performed by using a slower hard disk of the tube, which can also be achieved fairly well. In the above-mentioned animation display processing method, it contains a storage type data for specifying the animation ^ Second, the storage device that can still be included . Fruit storage type data; specified m: When these image buildings are set up in a slow-access storage room, a simple explanation of the diagram is provided: In order to make the above-mentioned features, advantages, and advantages of the present invention: The preferred embodiment 'is also described in detail with the accompanying drawings. Figure 1 shows the hardware architecture of the animation display system in the embodiment of the present invention.
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D 888 五、發明說明(5) ' 第2圖表示本發明實施例之動畫顯示處理方法的主要 流程圖。 第3圖表> 示本發明f施例t動畫顯示處理方法中自動 裝載步驟的詳細流程圖。 第4圖表示本發明實施例之動畫顯示處理方法中智慧 型讀取步驟的詳細流程圖。 第5圖表示本發明實施例中所採用之動畫範例的部分 影像框示意圖。 符號說明: 慢速存取 顯示裝置 1〜處理裝置;3〜輸入裝置; 儲存裝置;9~快速存取儲存裝置 實施例: 本實施例中之動畫顯示處理方法,係利用數種技術來 解決習知技術的缺點,並且能夠進一步提昇動畫顯示的速 度。其中包括.利用自動裝載技術,可以自動根據系統硬 體條件(指内存記憶體大小)來決定動畫資料在播放時的儲 存裝置,以便在不同電腦硬體條件下,提高其適應性和兼 容性;利用智慧型讀取技術,可以運用管線(1)丨1)6111^)處 理方式來強化動畫資料的存取速度,進一步提昇動畫顯示 的速度;利用美工動畫檔來取代傳統的點矩陣儲存格式,' 不僅可以大幅降低所需要的記憶空間,使得必備的内^記 憶體空間更小,同時也可以減少美工人員轉換資料格式的 麻煩。以下便配合圖式,詳細說明本實施例。 工 第1圖表示本實施例中動畫顯示系統的硬體架構圖。 ΙΒΠΗί C:\Program Files\Patent\0549-3770-E.ptd第 8 頁 4 A68 8D 888 V. Description of the invention (5) 'FIG. 2 shows the main flowchart of the animation display processing method of the embodiment of the present invention. Fig. 3 is a detailed flowchart of the automatic loading procedure in the animation display processing method according to the embodiment f of the present invention. Fig. 4 shows a detailed flowchart of the smart reading step in the animation display processing method according to the embodiment of the present invention. FIG. 5 is a schematic diagram of a part of an image frame of an animation example used in the embodiment of the present invention. Explanation of symbols: Slow access display device 1 ~ processing device; 3 ~ input device; storage device; 9 ~ fast access storage device Example: The animation display processing method in this embodiment uses several techniques to solve the problem Know the disadvantages of the technology, and can further increase the speed of animation display. These include: using automatic loading technology, which can automatically determine the storage device of animation data during playback according to the system hardware conditions (referring to the size of the internal memory), so as to improve its adaptability and compatibility under different computer hardware conditions; Using intelligent reading technology, you can use the pipeline (1) 丨 1) 6111 ^) processing method to enhance the access speed of animation data and further increase the speed of animation display; use art animation files to replace the traditional dot matrix storage format, 'Not only can greatly reduce the required memory space, make the necessary internal memory space smaller, but also reduce the trouble for artists to convert data formats. The following describes the embodiment in detail with reference to the drawings. Fig. 1 shows a hardware architecture diagram of the animation display system in this embodiment. ΙΒΠΗί C: \ Program Files \ Patent \ 0549-3770-E.ptd page 8 4 A68 8
如圖所示,整個動畫顯示系統包括處理裝置丨、輪入 3、顯示裝置5,慢速存取儲存裝置7以及快速存取儲 置9 ’其類似於-般電腦系統内的各元件架構。處理裝置! 可以疋中央處理器(central processing unit,Cpu),用 來執行本實施例十動畫顯示處理方法的各步驟。輸入裝置 3則可以是鍵盤(keyboard)或是滑鼠(mouse),使用者可以 用來輸入播放指令,用來指出待播放動畫的檔案名稱播 放方式i也可以指定在播放過程中所使用的播放儲存媒 介。顯示裝置5則可以是一般桌上型電腦所採用的CRT顯示 器或是液晶顯示器(liquid crystal display,LCD),用 來實際顯示待播放的動畫影像。慢速存取儲存裝置7則可 以是硬碟機(harddisk),其為大容量但是相對存取速度較 慢的儲存裝置,在本實施例中主要是用來儲存原始的動畫 檔案資料’而在快速存取儲存裝置9無法提供足夠的空間 進行動畫播放時,也可以被用來當做播放媒介。快速存取 儲存裝置9則可以是動態隨機存取記憶體(DRAM),一般即 為系統的内存記憶體’其存取速度比較快,但是受限於成 本問題’一般所提供的記憶體容量會比硬碟機來得小。對 於播放動畫資料而言,在快速存取儲存裝置9(内存記憶 體)所進行播放效果,要比在慢速存取儲存裝置7所進行的 播放效果來得好。另外在本實施例中進行播放時,會在快 速存取儲存裝置9中會建立一個緩衝區以及動畫系統播放 資料區’動畫系統播放資料區是用來儲存此動畫的重要信 息以及播放界面的相關參數,例如幀數、大小以及指向待As shown in the figure, the entire animation display system includes a processing device, a turn-in 3, a display device 5, a slow-access storage device 7, and a fast-access storage 9 ', which are similar to the component architecture of a general computer system. Processing device! A central processing unit (Cpu) may be used to execute each step of the animation display processing method of the tenth embodiment. The input device 3 can be a keyboard or a mouse. The user can use it to input playback instructions to indicate the file name of the animation to be played. The playback method i can also specify the playback used during playback. Storage media. The display device 5 may be a CRT display or a liquid crystal display (LCD) used by a general desktop computer to actually display an animation image to be played. The slow-access storage device 7 may be a hard disk, which is a storage device with a large capacity but a relatively slow access speed. In this embodiment, it is mainly used to store original animation file data. When the quick access storage device 9 cannot provide enough space for animation playback, it can also be used as a playback medium. The fast access storage device 9 can be dynamic random access memory (DRAM), which is generally the system's memory memory. Its access speed is faster, but it is limited by cost issues. Generally, the memory capacity provided will be It's smaller than a hard drive. For playing back animation data, the playback effect performed on the fast access storage device 9 (memory memory) is better than the playback effect performed on the slow access storage device 7. In addition, during the playback in this embodiment, a buffer and an animation system playback data area will be created in the quick access storage device 9. The animation system playback data area is used to store important information about the animation and related playback interface. Parameters such as number of frames, size, and pointer to be
C:\ProgramFiles\Patent\0549-3770-E.ptd第 9 頁C: \ ProgramFiles \ Patent \ 0549-3770-E.ptd page 9
446888446888
顯示動畫資料的指# ’而緩衝區内則是用 動畫棺中各影像框資料(第一格為點矩陣影像格式據美二 格之後則是其與前一格影像框之間的變動資 來的實際影像框資料。 解碼出 在本實施例中,每一組動畫資料是利用美工動 式來加以儲存。在此格式中,第一格影像框資料中 完整的影像點陣列圖資料,其與習知技術中的點矩 具有相同的資料量。其他的影像框資料中n 盘^ 一格點矩陣影像框之間的變動資料。此美工動畫檔 果再進-步利用壓縮處理後,整個資料容量更;以大; 少。以本實施例中用來說明的動畫資料為例(如第5 = 人物空中翻滾動畫),每個影像幀的畫面大小約為以 的 240 X動畫長度為48張,每個像素的顏色數為託6色。 利用習應動畫槽的作法’整個動畫資料的 =The pointer to display the animation data is displayed in the buffer, and the data in the buffer are the data of each frame in the animated coffin (the first grid is the dot matrix image format. According to the second grid, the change between the frame and the previous grid The actual image frame data is decoded. In this embodiment, each set of animation data is stored by using an artist's action. In this format, the complete image point array map data in the first grid image frame data is related to The point moments in the conventional technique have the same amount of data. In the other image frame data, the data of the n discs ^ one grid point matrix image frame change data. This art animation file is further-after using compression processing, the entire data More capacity; greater; less. Taking the animation data used in this example as an example (eg 5 = scrolling pictures of people in the air), the frame size of each image frame is about 240 X animation length is 48 pieces , The number of colors for each pixel is 6 colors. Using the method of adaptive animation slots' for the entire animation data =
240 X48 X 1 _一 27_金〇 (B/teS) = 2.⑽。如果利用本實 施例所採用的美工動畫檔來加以儲存時,則整個容 I 為31〇kB。由此可知’這種儲存格式確實能夠達到減少$資缩 料量的目的,另一方面,由於動畫資料量已經縮小, 當播放時將其儲存到内存記憶體時佔用的儲存空間也 對地縮小。 根據上述對於本實施例所採用的動畫資料儲存格式, 以下即詳細說明本實施例中的動畫顯示處理方法β第2圖 表示本實施例之動畫顯示處理方法的主要流程圖。首先, 使用者輸入某組動晝資料的播放指令(S1),此一播玫指令240 X48 X 1 _ 一 27_ 金 〇 (B / teS) = 2.⑽. If the art animation file used in this embodiment is used for storage, the entire capacity I is 31 kB. It can be seen that 'this storage format can indeed achieve the purpose of reducing the amount of shrinking materials. On the other hand, because the amount of animation data has been reduced, the storage space occupied when it is stored in the internal memory during playback is also reduced. . According to the above-mentioned animation data storage format used in this embodiment, the following is a detailed description of the animation display processing method β in this embodiment. FIG. 2 shows a main flowchart of the animation display processing method in this embodiment. First, the user enters a set of playback instructions (S1) for the daytime data. This broadcast command
μ 6 8 8 8 五、發明說明(8) 可以指定此一 資料時的播放 建立對應於此 最重要的是播 (S3)。自動裝 介。在播放指 型,來設定由 (慢速存取儲丰 比較好的播放 實施例會自動 置功能的作用 動畫資料對應的動畫檔案,以 媒介。接t,根據此播放指令 動畫資料的動畫系統播放資料 放時的指#。接著’則是執行 置功能是用來選擇出動畫播放 令中,使用者可以利用其中的 硬碟機(快速存取儲存裝置)或 F裝置)進行播放。—般而言, 媒介’但是在其儲存空間不足 將播放媒介設定在硬碟機上, 及播放 ,系統 區(S2) 自動裝 時的播 儲存媒 是内存 内存記 的情況 此即為 此動畫 便可以 ,其中 載功能 放媒 體類 記憶體 憶體是 下,本 自動裝 在完成播放媒介的設定後,接著執行智慧型讀取功能 (S4) ’產生動畫資料中每個實際待播放影像框資料,並且 儲存在緩衝區中準備進行播放。在智慧型讀取功能中主要 執行兩個工作,第一個是轉換(或解碼)美工動畫檔中變動 資料成為對應的實際影像框資料(點矩陣影像格式),第二 個則是利用管線技術加速完成動畫資料的讀取。在美工動 畫檔的情況中,除了第一格影像框資料之外,其他的實際 影像框資料都必須透過檔案中所儲存的對應變動資料和前 一格影像框資料比較,才可以得到。其詳細處理步驟隨後 詳述。接著,系統便可以根據緩衝區内的實際影像框資 料,在顯示裝置上顯示出動畫(S5)。如果使用者要改變此 組動畫(S6),則系統會回到步驟S2,重新建立對應於新的 動畫資料的動畫系統播放資料區,以及後續的步驟S3、S4μ 6 8 8 8 V. Description of the invention (8) You can specify the playback when this material is created. The most important thing is the broadcast (S3). Automatic loading. In the playback finger type, set the animation file corresponding to the animation data by the function of the slow-access Chu Feng better playback embodiment to automatically set the animation file to the medium. Then, play the animation system according to this playback instruction animation data.时时 指 #. Then 'is the execution function is used to select the animation playback order, the user can use the hard disk drive (quick access storage device) or F device) to play. -In general, the media ', but when its storage space is not enough, set the playback media on the hard disk drive and play it back. When the system area (S2) is automatically installed, the playback storage medium is recorded in memory. This is the animation. Yes, the function of loading media memory is as follows. After the setting of the playback media is completed, the smart reading function (S4) is executed to generate the actual data of each image frame to be played in the animation data. And stored in the buffer area for playback. The smart read function mainly performs two tasks. The first is to convert (or decode) the changed data in the art animation file into the corresponding actual image frame data (point matrix image format), and the second is to use pipeline technology. Speed up the reading of animation data. In the case of art video files, except for the first frame image frame data, other actual image frame data must be obtained by comparing the corresponding change data stored in the file with the previous frame image frame data. Its detailed processing steps are detailed later. Then, the system can display the animation on the display device based on the actual image frame data in the buffer area (S5). If the user wants to change this group of animations (S6), the system will return to step S2, re-establish the animation system playback data area corresponding to the new animation data, and the subsequent steps S3, S4
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五、發明說明(9) 和S5處理。在使用者未結束此動畫播放前(S7),系統會反 覆進行智慧型讀取功能(S5)和顯示動晝處理(S6),重覆播 放這組動畫資料。 第3圖表示本實施例之動畫顯示處理方法中,自動裝 載步驟S3的詳細流程圖。首先,擷取此動畫之主要相關訊 息(S301),其中包括使用者所指定的播放方式,亦即由那 個儲存媒介進行播放。接著判斷所指定的播放方式是否是 由硬碟機進行播放(S3 02)。如果使用者指定由硬碟機播 放’由於美工動晝檔本身就是儲存在硬碟機中,因此不會 有記憶空間不足的問題,也不需要進行載入的動作,可以 直接設定從硬碟機進行播放(S30 3 )。接著重置影像框的指 標’亦即將指標指向第一格影像框,預備進行讀取和播放 處理。 另一方面,如果使用者是指定從内存記憶體中進行播 放(S3 0 2 )時,則必須先判斷目前系統内存記憶體是否有足 夠空間來播放此動畫資料(S 3 0 5 )。如果儲存空間不足,系 統便會自動選擇由硬碟機進行播放(S303);如果儲存空間 足夠,就可以設定從内存記憶體進行播放(S306 ),再將這 組動畫資料從硬碟機中載入到内存記憶體後(S3 0 7),最後 建立指向動畫資料中第一格影像框的指標(S308 )。另外必 須說明的是,由於本實施例中每组動晝資料所需要的儲存 空間都比習知情況來得小,因此,動畫資料被設定在内存 記憶體中進行播放的機率會比較高,也可以進一步保證動 畫播放的品質。5. Description of invention (9) and S5 processing. Before the user finishes playing the animation (S7), the system will repeatedly perform the smart reading function (S5) and display the dynamic day processing (S6), and repeatedly play this set of animation data. Fig. 3 shows a detailed flowchart of the automatic loading step S3 in the animation display processing method of this embodiment. First, capture the main relevant information of this animation (S301), which includes the playback mode specified by the user, that is, which storage medium will play it. Then it is judged whether the designated playback mode is played by the hard disk drive (S3 02). If the user specifies to be played by the hard disk drive, because the artist ’s day files are stored in the hard disk drive, there will be no memory shortage problem, and no loading action is required. Play it back (S30 3). Then reset the pointer of the image frame ', that is, point the pointer to the first image frame, and prepare for reading and playback. On the other hand, if the user specifies to play from the memory (S3 0 2), it must first determine whether there is enough space in the current system memory to play the animation data (S 3 0 5). If the storage space is insufficient, the system will automatically choose to play it from the hard disk drive (S303); if the storage space is sufficient, you can set it to play from the internal memory (S306), and then load this set of animation data from the hard disk drive After entering into the internal memory (S3 07), an index pointing to the first image frame in the animation data is finally created (S308). It must also be noted that, since the storage space required for each set of moving day data in this embodiment is smaller than the conventional case, the probability that the animation data is set to be played in the internal memory will be higher, which can also be Further guarantee the quality of animation playback.
IHII HI C:\ProgramFiles\Patent\0549-3770-E.ptd第 12 頁 ------〜 五、發明說明(10) 步驟S30 9至步驟S31 2則是用來進行整個動畫資料和第 一格影像框的處理動作。首先,讀取此動畫的主要訊息並 且初始化此動畫資料(S3〇9)。接著讀取動畫資料中的第一 格影像框以及其對應的調色板訊息(S310)。最後依序將第 —格影像框資料儲存到緩衝區中(S3 11)並且設定其對應的 調色板(S312) ’即完成自動裝置功能S3。如前所述,動畫 資料中的第一格影像樞資料即為點矩陣影像格式,因此不 需要進行解碼便可以播放。 第4圖表示本實施例之動畫顯示處理方法中,智慧型 讀取步驟S4的詳細流程圖。智慧型讀取步驟S4是配合下面 的動晝顯示步驟S5,依序讀取此組動畫資料中的各變動資 料。如前所述’在某個實際影像框資料的顯示期間,智慧 型讀取步驟S 4會同時讀取對應於下一格影像框的變動資 料’在與目前播放的實際影像框資料進行比較後,可以決 定出下一格實際影像樞資料,將其儲存在緩衝區中。依此 類推’每個實際影像框資料都可以在上個影像框播故時產 生,藉此便可以縮短動晝播放的時間。 首先,判斷是否需要更新目前顯示中的影像框 (S40 1)。動畫資料的各影像框是依照一定順序和時間間隔 進行播放,一般每個影像框的播放時間間隔在丨/3〇秒以 下’可以保證動畫播放的品質。如果此時不需要更新 可 以直接結束此智慧型讀取步驟S4的處理。如果需要進行影 像框的更新’則進行下一步驟。接著判斷是否緩衝區内^ 資料便是待顯示的影像框資料(S402 )。如果是,就直接進IHII HI C: \ ProgramFiles \ Patent \ 0549-3770-E.ptd page 12 -------- ~ 5. Description of the invention (10) Steps S30 9 to S31 2 are used for the whole animation data and the first The processing action of one grid image frame. First, read the main message of this animation and initialize the animation data (S309). Then read the first image frame in the animation data and its corresponding palette information (S310). Finally, the data of the first frame is sequentially stored in the buffer (S3 11) and the corresponding color palette is set (S312) ′ to complete the automatic device function S3. As mentioned earlier, the first grid of pivot data in the animation data is the dot matrix image format, so it can be played without decoding. Fig. 4 shows a detailed flowchart of the intelligent reading step S4 in the animation display processing method of this embodiment. The intelligent reading step S4 is to sequentially read each change data in this set of animation data in cooperation with the following dynamic day display step S5. As mentioned before, "During the display of a certain actual image frame data, the intelligent reading step S4 will simultaneously read the change data corresponding to the next image frame" After comparing with the actual image frame data currently playing , You can decide the next grid of actual image pivot data and store it in the buffer. By analogy, each actual image frame data can be generated when the previous image frame is broadcast, thereby reducing the time of day-to-day playback. First, it is determined whether the image frame currently being displayed needs to be updated (S40 1). Each video frame of the animation data is played according to a certain order and time interval. Generally, the playback time interval of each video frame is less than / 30 seconds. This can ensure the quality of animation playback. If no update is required at this time, the process of this smart reading step S4 can be directly ended. If it is necessary to update the image frame ', proceed to the next step. Then, it is determined whether the data in the buffer area is the image frame data to be displayed (S402). If yes, go straight
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頌執行下一步驟 行步驟S409 接著, 影像框序號 號比較小, 料一直到所 (S406) 〇 如 個影像框間 (S404)。步 資料時的處 格式*各實 身的變動資 須將這些跳 資料。 ’如果不是,則繼 將上一次所播放的 進行比較(S403)。 則重置指標(S40 5 ) 需要的變動資料為 果目前待播放的影 的各變動資料,全 驟S403至步驟S406 理,這是因為本實 際影像框資料必須 料來決定,因此在 格的變動資料一併 影像框 如果目 ,並且 止,並 像框序 部依序 是用來 施例所 利用前 跳格顯 解碼, 序號與目前 前待播放的 反覆讀取每 將其解碼到 號比較大, 解碼到缓衝 處理不連續 採用的是美 一影像框資 示動畫的情 才能得到正 待播放的 影像框序 個變動資 緩衝區中 則將這兩 區上 播放動畫 工動畫檔 料和其本 況下,必 確的影像 接著判斷是否為最後一格影像框(S4〇7),如果是, 必須將指標重置指回第-格(S4()8)。接著,將目前緩衝區 的内容複製到顯示目標區(亦即顯示器緩衝區)中,等待 續的顯示處理(S409),接著再讀取下一格的變動資料, 碼到缓衝區中(S410)。必須說明的是,在進行步驟S41〇 讀取/解碼動作期間,顯示步驟S5已經開始進行目前影像 框資料的動畫顯示’藉此可以達到管線處理的目的。 利用下面的範例,比較習知動畫播放技術和本發明之 動晝播放技術。以第5圖所示的動畫資料為例,每格影像 框大小為240 X 240。在習知動畫播放技術中,如果要達到 每秒30格的播放速度,所需要的傳輸量大約是24〇χ24〇><The next step is to execute step S409. Next, the image frame serial number is relatively small, and it is expected to reach (S406). It is like an image frame (S404). The format of the step information * The change of each entity must be the skip data. 'If it is not, then the last played is compared (S403). Then, the required change data of the reset indicator (S40 5) is the change data of the current movie to be played. All steps S403 to S406 are performed. This is because the actual image frame data must be determined, so the changes in the grid. If the data is combined with the image frame, the sequence of the frame is used to decode the front tab display in sequence. The serial number is repeatedly read each time it is decoded to a larger number. Only when the buffering process discontinuously uses the Meiyi video frame to display the animation, can the video frame to be played be changed. In the buffer area, the animation files and the current situation are played on these two areas. The correct image then judges whether it is the last image frame (S407), and if so, the indicator must be reset and pointed back to the first frame (S4 () 8). Then, the content of the current buffer area is copied to the display target area (ie, the display buffer area), waiting for continued display processing (S409), and then the change data of the next grid is read, and the code is stored in the buffer area (S410). ). It must be noted that during the reading / decoding operation of step S41, the display step S5 has begun to perform the animation display of the current image frame data ', thereby achieving the purpose of pipeline processing. Use the following examples to compare the conventional animation playback technology with the moving day playback technology of the present invention. Taking the animation data shown in Figure 5 as an example, the frame size of each image is 240 X 240. In the conventional animation playback technology, if the playback speed of 30 frames per second is required, the required transmission volume is about 24 × 24 × < <
446888 五、發明說明(12) ' *----- 30 = 1. 728MB,亦即每秒需要傳送h 728MB/s。這種 率對於硬碟來說是相當高,而且也很難達到所要求的動畫 顯示效果。經過實際評估測試,採用習知技術播放動畫 料時,每格影像框的播放時間間隔大約為〇.〇5〜〇1秒, 達不到每秒30格的要求(時間間隔需小於0 033秒)。但是° 同樣的動畫資料如果採用本發明之動畫顯示處理方法, 可以將時間間隔下降至〇, 02秒,大約對應於每 準,完全可以滿足每秒30格的要求。 格的水 因此,根據以上所述,本發明確實可以達到所要求的 各項目的,亦即減少動畫播放所需的資料量(即内存記憔 體的容量)、自動針對系統硬體條件設定播放媒介、減; 美工人員製作時的工作量以及提昇動畫播放時的速度, 以達到更佳的動畫顯示效果。 本發明雖以一較佳實施例揭露如上,然其並非用以限 定本發明,任何熟習此項技藝者’在不脫離本發明之精神 ^範圍内,當可做些許的更動與潤飾,因此本發明之保 範圍當視後附之申請專利範圍所界定者為準。446888 V. Description of the invention (12) '* ----- 30 = 1. 728MB, that is, h 728MB / s needs to be transmitted per second. This rate is quite high for the hard disk, and it is difficult to achieve the required animation display effect. After actual evaluation and testing, when using conventional technology to play animation materials, the playback time interval of each image frame is about 0.05 ~ 0.01 seconds, which cannot meet the requirement of 30 frames per second (the time interval needs to be less than 0 033 seconds ). However, if the same animation data is processed using the animation display processing method of the present invention, the time interval can be reduced to 0.02 seconds, which corresponds to approximately every standard, and can completely meet the requirement of 30 frames per second. Therefore, according to the above, the present invention can indeed achieve the required purposes, that is, reduce the amount of data required for animation playback (that is, the capacity of the internal memory of the memory), and automatically set the playback according to the system hardware conditions. Media, reduction; the workload of the artists during production and the speed of animation playback to achieve better animation display effects. Although the present invention is disclosed as above with a preferred embodiment, it is not intended to limit the present invention. Any person skilled in the art can make some modifications and decorations without departing from the spirit of the present invention. The protection scope of the invention shall be determined by the scope of the attached patent application.
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