About: Sprite (computer graphics) is a research topic. Over the lifetime, 305 publications have been published within this topic receiving 5438 citations.
TL;DR: The Sprite operating system as mentioned in this paper allows executing processes to be moved between hosts at any time, and evicting migrated processes when idle workstations are reclaimed by their owners automatically by daemon processes.
Abstract: The Sprite operating system allows executing processes to be moved between hosts at any time. We use this process migration mechanism to offload work onto idle machines, and also to evict migrated processes when idle workstations are reclaimed by their owners. Sprite's migration mechanism provides a high degree of transparency both for migrated processes and for users. Idle machines are identified, and eviction is invoked, automatically by daemon processes. On Sprite it takes up to a few hundred milliseconds on SPARCstation 1 workstations to perform a remote exec, whereas evictions typically occur in a few seconds. The pmake program uses remote invocation to invoke tasks concurrently. Compilations commonly obtain speed-up factors in the range of three to six; they are limited primarily by contention for centralized resources such as file servers. CPU-bound tasks such as simulations can make more effective use of idle hosts, obtaining as much as eight-fold speed-up over a period of hours. Process migration has been in regular service for over two years.
TL;DR: In this paper, an object-oriented system for generating and displaying control items that allow users of an interactive network to recognize and select control functions via a graphical user interface is presented.
Abstract: An object-oriented system for generating and displaying control items that allow users of an interactive network to recognize and select control functions via a graphical user interface. The manipulation of the control items on a display screen is linked to a set-top terminal associated with the interactive network. The control items, which can be visible or audible, are associated with control objects. Control objects are arranged in a hierarchy, and can contain one or more child control objects. Attributes of a child control object are inherited from an ancestor control object. A control item can be graphically manipulated independently by drawing the control item into its own sprite, or can be manipulated by drawing the control item into the sprite of a parent. The system provides building blocks of control elements that can be composed and customized to produce versatile interfaces for applications and content.
TL;DR: The goal is to improve video coding efficiency by exploiting the layering of video and to support content-based functionality using a sprite technique and an affine motion model on a per-object basis.
Abstract: A layered video object coding system is presented in this paper. The goal is to improve video coding efficiency by exploiting the layering of video and to support content-based functionality. These two objectives are accomplished using a sprite technique and an affine motion model on a per-object basis. Several novel algorithms have been developed for mask processing and coding, trajectory coding, sprite accretion and coding, locally affine motion compensation, error signal suppression, and image padding. Compared with conventional frame-based coding methods, better experimental results on both hybrid and natural scenes have been obtained using our coding scheme. We also demonstrate content-based functionality which can be easily achieved in our system.
TL;DR: In this article, a layered graphics rendering pipeline for real-time 3D animation independently renders terms in a shading model to separate image layers, each layer can have an independent update rate and a spatial resolution different than the resolution of the output images.
Abstract: A layered graphics rendering pipeline for real time 3D animation independently renders terms in a shading model to separate image layers. The layered pipeline factors the shading model into separate image layers and renders geometry to these layers independently. Each layer can have an independent update rate and a spatial resolution different than the resolution of the output images. A compositor that supports one or more image operators composites the factored layers into an output image to generate frames of animation. To reduce rendering overhead, factored terms can be rendered once and then re-used in later frames by warping the initial rendering.