Vectorman is a 2D action platformer video game developed by BlueSky Software and published by Sega . The game was released for the Sega Genesis in late 1995 in North America and Europe. It was considered a critical and commercial success, achieving its dual goal of retaining interest in the aging Sega Genesis platform in face of the increasingly popular new technology of the next generation of video game consoles and providing competition to industry competitor Nintendo 's popular Donkey Kong Country video game. In subsequent decades, the game was re-released across many Sega-themed video game compilations, and on its own across the Wii Virtual Console , Steam , and the Sega Forever line of mobile game releases. A sequel, Vectorman 2 , was released in 1996, but despite several abandoned attempts at making a Vectorman 3 , no further games have been released.
75-513: The game plays as a 2D action platformer . The player maneuvers the main character, Vectorman through levels by running and jumping, and attacking enemies through projectile attacks, similar to games such as Gunstar Heroes , Contra , and Mega Man . The game consists of 16 levels. The goal is generally to traverse from point A to point B in a level within the time limit, though levels are large and open-ended, offering multiple different paths to be taken to complete it. By default, Vectorman
150-446: A Vectorman 3 were made in the late 1990s and early 2000s, though all were cancelled by Sega prior to release. 2D computer graphics 2D computer graphics is the computer-based generation of digital images —mostly from two-dimensional models (such as 2D geometric models , text, and digital images) and by techniques specific to them. It may refer to the branch of computer science that comprises such techniques or to
225-431: A portmanteau of "orbs" and "robots" - to clean up the planet while they're away. Raster, one of the higher-level supervisory robots, is accidentally connected to a nuclear warhead missile, which radically alters his behavior, transforming him into a tyrannical overlord. Now known by the name "WarHead", he gains control of all robots and plans to declare war on humanity upon their return. One robot, Vectorman, had been off on
300-598: A rigid motion : other rigid motions include rotations and reflections. A translation can also be interpreted as the addition of a constant vector to every point, or as shifting the origin of the coordinate system . A translation operator is an operator T δ {\displaystyle T_{\mathbf {\delta } }} such that T δ f ( v ) = f ( v + δ ) . {\displaystyle T_{\mathbf {\delta } }f(\mathbf {v} )=f(\mathbf {v} +\mathbf {\delta } ).} If v
375-572: A rotation in Euclidean space . rotates points in the xy - Cartesian plane counterclockwise through an angle θ about the origin of the Cartesian coordinate system . To perform the rotation using a rotation matrix R , the position of each point must be represented by a column vector v , containing the coordinates of the point. A rotated vector is obtained by using the matrix multiplication R v . Since matrix multiplication has no effect on
450-413: A scale factor that is the same in all directions. The result of uniform scaling is similar (in the geometric sense) to the original. A scale factor of 1 is normally allowed, so that congruent shapes are also classed as similar. (Some school text books specifically exclude this possibility, just as some exclude squares from being rectangles or circles from being ellipses.) More general is scaling with
525-614: A vector v = ( v x , v y , v z ), each homogeneous coordinate vector p = ( p x , p y , p z , 1) would need to be multiplied with this projective transformation matrix: As shown below, the multiplication will give the expected result: Since the last component of a homogeneous coordinate can be viewed as the denominator of the other three components, a uniform scaling by a common factor s (uniform scaling) can be accomplished by using this scaling matrix: For each vector p = ( p x , p y , p z , 1) we would have which would be homogenized to A convenient way to create
600-501: A "rhythmic" and almost "danceable" electronic sound to the music, though he lamented that it was difficult to achieve the sound he was aiming for with the Genesis sound chip. The resulting soundtrack was described as "slower and moodier" than most platformer games from the 16-bit era. A year after the game's release, the game's soundtrack was released under the name Sega Tunes: Vectorman CD , featuring higher sound quality arrangements of
675-430: A complex image is to start with a blank "canvas" raster map (an array of pixels , also known as a bitmap ) filled with some uniform background color and then "draw", "paint" or "paste" simple patches of color onto it, in an appropriate order. In particular the canvas may be the frame buffer for a computer display . Some programs will set the pixel colors directly, but most will rely on some 2D graphics library or
750-831: A display artifact appearing on legacy black-and-white displays, showing up on highly-color-saturated surfaces. It was found that by lowering the frame rate by 0.1%, the undesirable effect was minimized. As of 2021 , video transmission standards in North America, Japan, and South Korea are still based on 60 / 1.001 ≈ 59.94 images per second. Two sizes of images are typically used: 1920×1080 ("1080i/p") and 1280×720 ("720p"). Confusingly, interlaced formats are customarily stated at 1/2 their image rate, 29.97/25 FPS, and double their image height, but these statements are purely custom; in each format, 60 images per second are produced. A resolution of 1080i produces 59.94 or 50 1920×540 images, each squashed to half-height in
825-415: A lower number than the frame rate. The temporal sensitivity and resolution of human vision varies depending on the type and characteristics of visual stimulus, and it differs between individuals. The human visual system can process 10 to 12 images per second and perceive them individually, while higher rates are perceived as motion. Modulated light (such as a computer display ) is perceived as stable by
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#1732791889337900-432: A mission in outerspace, does not fall under his control, and upon seeing what is happening, decides to put a stop to Warhead's plans. BlueSky Software 's development relationship with Sega began in the early 1990s. After successfully developing and releasing Starflight and Joe Montana Football in 1991, BlueSky Software signed an exclusivity contract to develop video games for their Sega Genesis platform. Sega won
975-423: A perceived duration of between 100 ms and 400 ms. Multiple stimuli that are very short are sometimes perceived as a single stimulus, such as a 10 ms green flash of light immediately followed by a 10 ms red flash of light perceived as a single yellow flash of light. Early silent films had stated frame rates anywhere from 16 to 24 frames per second (fps), but since the cameras were hand-cranked,
1050-471: A quick movement, it is usually necessary to revert to animating "on ones", as "twos" are too slow to convey the motion adequately. A blend of the two techniques keeps the eye fooled without unnecessary production cost. Animation for most " Saturday morning cartoons " was produced as cheaply as possible and was most often shot on "threes" or even "fours", i.e. three or four frames per drawing. This translates to only 8 or 6 drawings per second respectively. Anime
1125-406: A separate scale factor for each axis direction. Non-uniform scaling ( anisotropic scaling , inhomogeneous dilation ) is obtained when at least one of the scaling factors is different from the others; a special case is directional scaling or stretching (in one direction). Non-uniform scaling changes the shape of the object; e.g. a square may change into a rectangle, or into a parallelogram if
1200-474: A sound model for certain techniques such as mitered joints and the even–odd rule . Layered models are also used to allow the user to suppress unwanted information when viewing or printing a document, e.g. roads or railways from a map , certain process layers from an integrated circuit diagram, or hand annotations from a business letter. In a layer-based model, the target image is produced by "painting" or "pasting" each layer, in order of decreasing depth, on
1275-546: A specific order. The ordering is usually defined by a single number (the layer's depth , or distance from the viewer). Layered models are sometimes called "2 1 ⁄ 2 -D computer graphics". They make it possible to mimic traditional drafting and printing techniques based on film and paper, such as cutting and pasting; and allow the user to edit any layer without affecting the others. For these reasons, they are used in most graphics editors . Layered models also allow better spatial anti-aliasing of complex drawings and provide
1350-406: A translation matrix can be obtained by reversing the direction of the vector: Similarly, the product of translation matrices is given by adding the vectors: Because addition of vectors is commutative , multiplication of translation matrices is therefore also commutative (unlike multiplication of arbitrary matrices). In linear algebra , a rotation matrix is a matrix that is used to perform
1425-405: Is a fixed vector, then the translation T v will work as T v ( p ) = p + v . If T is a translation, then the image of a subset A under the function T is the translation of A by T . The translation of A by T v is often written A + v . In a Euclidean space , any translation is an isometry . The set of all translations forms the translation group T , which
1500-506: Is also usually drawn on threes or twos. Due to the mains frequency of electric grids, analog television broadcast was developed with frame rates of 50 Hz (most of the world) or 60 Hz (Canada, US, Mexico, Philippines, Japan, South Korea). The frequency of the electricity grid was extremely stable and therefore it was logical to use for synchronization. The introduction of color television technology made it necessary to lower that 60 FPS frequency by 0.1% to avoid " dot crawl ",
1575-413: Is equipped with the ability to shoot out "laser pulses" in eight main directions. A large emphasis is put on item collection. Collecting powerups throughout levels allow him to change weapons, such as drills or bombs that can attack enemies or alter terrain. Collecting "multipliers" may also be collected to increase damage dealt by attacks; for example, collecting a 2X multiplier leads attacks to cause double
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#17327918893371650-400: Is flashed on screen three times. In drawn animation , moving characters are often shot "on twos", that is to say, one drawing is shown for every two frames of film (which usually runs at 24 frame per second), meaning there are only 12 drawings per second. Even though the image update rate is low, the fluidity is satisfactory for most subjects. However, when a character is required to perform
1725-407: Is isomorphic to the space itself, and a normal subgroup of Euclidean group E ( n ). The quotient group of E ( n ) by T is isomorphic to the orthogonal group O ( n ): Since a translation is an affine transformation but not a linear transformation , homogeneous coordinates are normally used to represent the translation operator by a matrix and thus to make it linear. Thus we write
1800-610: Is known as inverting color or color inversion , and is often used in graphical user interfaces for highlighting, rubber-band drawing, and other volatile painting—since re-painting the same shapes with the same color will restore the original pixel values. The models used in 2D computer graphics usually do not provide for three-dimensional shapes, or three-dimensional optical phenomena such as lighting, shadows , reflection , refraction , etc. However, they usually can model multiple layers (conceptually of ink, paper, or film; opaque, translucent , or transparent —stacked in
1875-504: Is lost and progress through the level is reset, causing the player to start over. The game allows for the switching to an easier difficulty level upon the failure of a level, at no cost to the player other than berating them with a message calling them "lame". The game takes place in a future where the Earth has been largely destroyed by humans through pollution . Humanity temporarily migrates to distant outerspace while they leave "orbots" -
1950-415: Is not commonly used in dimensions higher than 3; there is a notion of a rotational displacement , which can be represented by a matrix, but no associated single axis or angle. Rotation matrices are square matrices , with real entries. More specifically they can be characterized as orthogonal matrices with determinant 1: The set of all such matrices of size n forms a group , known as
2025-494: Is repeated, playing twice, while every even frame is tripled. This creates uneven motion, appearing stroboscopic. Other conversions have similar uneven frame doubling. Newer video standards support 120, 240, or 300 frames per second, so frames can be evenly sampled for standard frame rates such as 24, 48 and 60 FPS film or 25, 30, 50 or 60 FPS video. Of course these higher frame rates may also be displayed at their native rates. In electronic camera specifications frame rate refers to
2100-406: Is used, with the x axis to the right and the y axis up, the rotation R( θ ) is counterclockwise. If a left-handed Cartesian coordinate system is used, with x directed to the right but y directed down, R( θ ) is clockwise. Such non-standard orientations are rarely used in mathematics but are common in 2D computer graphics, which often have the origin in the top left corner and the y -axis down
2175-684: The Sega Forever service in 2018. In 2019, the game was included on the Sega Genesis Mini console. The game was re-released for the Nintendo Switch Online + Expansion Pack on November 27, 2024. The game was a commercial success in the US, with it being one of the best-selling video games of the 1995 holiday season. Vectorman sold 500,000 copies in the US by the end of the year, making it among Sega's top selling games of
2250-446: The special orthogonal group SO( n ) . In two dimensions every rotation matrix has the following form: This rotates column vectors by means of the following matrix multiplication : So the coordinates (x',y') of the point (x,y) after rotation are: The direction of vector rotation is counterclockwise if θ is positive (e.g. 90°), and clockwise if θ is negative (e.g. -90°). If a standard right-handed Cartesian coordinate system
2325-563: The "optimal" frame rate for smoothly animated game play. Video games designed for PAL markets, before the sixth generation of video game consoles , had lower frame rates by design due to the 50 Hz output. This noticably made fast-paced games, such as racing or fighting games, run slower. Frame rate up-conversion (FRC) is the process of increasing the temporal resolution of a video sequence by synthesizing one or more intermediate frames between two consecutive frames. A low frame rate causes aliasing , yields abrupt motion artifacts, and degrades
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2400-421: The 16-bit Genesis engine. This platform game comes on with great guns, a morphing hero, and diverse, well-detailed levels." They also praised the simple controls, advanced graphics, and sound effects, and scored it a 5/5 in graphics, control, and FunFactor and a 4.5/5 in sound. Both Electronic Gaming Monthly and GamePro awarded it Best Genesis Game of 1995. The four reviewers of Electronic Gaming Monthly gave
2475-693: The 1950s, based on vector graphics devices . These were largely supplanted by raster-based devices in the following decades. The PostScript language and the X Window System protocol were landmark developments in the field. 2D graphics models may combine geometric models (also called vector graphics ), digital images (also called raster graphics ), text to be typeset (defined by content, font style and size, color, position, and orientation), mathematical functions and equations , and more. These components can be modified and manipulated by two-dimensional geometric transformations such as translation , rotation , and scaling . In object-oriented graphics ,
2550-402: The 3-dimensional vector w = ( w x , w y , w z ) using 4 homogeneous coordinates as w = ( w x , w y , w z , 1). To translate an object by a vector v , each homogeneous vector p (written in homogeneous coordinates) would need to be multiplied by this translation matrix : As shown below, the multiplication will give the expected result: The inverse of
2625-426: The 4 entries of a rotation matrix with 2 rows and 2 columns. In 3-dimensional space, every rotation can be interpreted as a rotation by a given angle about a single fixed axis of rotation (see Euler's rotation theorem ), and hence it can be simply described by an angle and a vector with 3 entries. However, it can also be represented by the 9 entries of a rotation matrix with 3 rows and 3 columns. The notion of rotation
2700-463: The bid for the rights to develop the official video game adaption of the film Jurassic Park , and chose BlueSky Software as the primary developer. Sega published two of their Jurassic Park games; a video game adaption of the original Jurassic Park film released in 1993, and a sequel game, Jurassic Park: Rampage Edition , the following year, both for the Sega Genesis. After completion of
2775-475: The case of one or more negative scale factors. The latter corresponds to a combination of scaling proper and a kind of reflection: along lines in a particular direction we take the reflection in the point of intersection with a plane that need not be perpendicular; therefore it is more general than ordinary reflection in the plane. In projective geometry , often used in computer graphics , points are represented using homogeneous coordinates . To scale an object by
2850-468: The case where v x = v y = v z = k , the scaling is also called an enlargement or dilation by a factor k, increasing the area by a factor of k and the volume by a factor of k . Scaling in the most general sense is any affine transformation with a diagonalizable matrix . It includes the case that the three directions of scaling are not perpendicular. It includes also the case that one or more scale factors are equal to zero ( projection ), and
2925-408: The context of computer graphics performance, FPS is the rate at which a system, particularly a GPU , is able to generate frames, and refresh rate is the frequency at which a display shows completed frames. In electronic camera specifications frame rate refers to the maximum possible rate frames could be captured, but in practice, other settings (such as exposure time) may reduce the actual frequency to
3000-399: The damage. Other powerups allow Vectorman to change forms and alter his means of maneuvering through levels; a helicopter form allows him to fly, while a vehicular-shaped transformation give him extra speed. A life bar of four orbs monitors Vectorman's health; taking damage from enemies or harmful terrains lowers health, while collecting "health orbs" restore it. If all health is lost, a life
3075-417: The designers ended up using other shapes for the characters as well, feeling the characters were too abstract, and lacked recognizable forms without it. The "sphere-only" character approach characters would have allowed for more varied perspectives and scaling, including the changing of viewpoints, but this was eliminated upon the creation of more detailed character models. With the emphasis on smooth animations,
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3150-565: The early 1990s, by 1995, they had lost momentum; Donkey Kong Country was a huge hit, while the launches of the Sega 32x and the Sega Saturn had not gone well. Different branches of Sega had different views of how to proceed; Sega of Japan preferred to emphasize development on the Saturn, while North America , who had seen far more success with the Genesis, desired to focus on developing for
3225-439: The expected result: Such a scaling changes the diameter of an object by a factor between the scale factors, the area by a factor between the smallest and the largest product of two scale factors, and the volume by the product of all three. The scaling is uniform if and only if the scaling factors are equal ( v x = v y = v z ). If all except one of the scale factors are equal to 1, we have directional scaling. In
3300-406: The fabled checker paint which used to be available only in cartoons ). Painting a pixel with a given color usually replaces its previous color. However, many systems support painting with transparent and translucent colors, which only modify the previous pixel values. The two colors may also be combined in more complex ways, e.g. by computing their bitwise exclusive or . This technique
3375-515: The first Vectorman a score of 8.25 out of 10, unanimously praising the advanced graphics and animation, large levels with numerous hidden areas, strong audio, and ability to change into different forms. In a retrospective by Hardcore Gaming 101 , it was concluded that Vectorman was "...one of the Genesis' best hidden gems, a great platformer that, while having a few faults of its own, manages to aurally out-do Donkey Kong Country in almost everyway while staying unique and memorable to this day, with
3450-421: The frame rate for silent film increased to 20–26 FPS. When sound film was introduced in 1926, variations in film speed were no longer tolerated, as the human ear is more sensitive than the eye to changes in frequency. Many theaters had shown silent films at 22 to 26 FPS, which is why the industry chose 24 FPS for sound film as a compromise. From 1927 to 1930, as various studios updated equipment,
3525-444: The game to run at 60 frames per second . Rather than the typical singular character sprite, Vectorman's body consists of 23 individual sprites programmed to move in unison. According to designer Rich Karpp, Sega had very little involvement with the game until the end of development. Many ideas were tweaked and changed over the course of development. Initially all characters were composed entirely of spheres, but as development progressed,
3600-442: The image is described indirectly by an object endowed with a self- rendering method —a procedure that assigns colors to the image pixels by an arbitrary algorithm. Complex models can be built by combining simpler objects, in the paradigms of object-oriented programming . In Euclidean geometry , a translation (geometry) moves every point a constant distance in a specified direction. A translation can be described as
3675-623: The image than 3D computer graphics (whose approach is more akin to photography than to typography). In many domains, such as desktop publishing , engineering , and business , a description of a document based on 2D computer graphics techniques can be much smaller than the corresponding digital image—often by a factor of 1/1000 or more. This representation is also more flexible since it can be rendered at different resolutions to suit different output devices . For these reasons, documents and illustrations are often stored or transmitted as 2D graphic files . 2D computer graphics started in
3750-411: The large Genesis userbase, with Vectorman scheduled to be one of its major titles for 1995. The game featured a relatively smooth and quick development cycle because of their extensive experience of developing games for the Genesis. Vectorman introduced the Genesis programming technique referred to by Sega as "Vector Piece Animation". It was used to blend animations smoothly together, and also enabled
3825-436: The machine's graphics card , which usually implement the following operations: Text, shapes and lines are rendered with a client-specified color. Many libraries and cards provide color gradients , which are handy for the generation of smoothly-varying backgrounds, shadow effects, etc. (See also Gouraud shading ). The pixel colors can also be taken from a texture, e.g. a digital image (thus emulating rub-on screentones and
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#17327918893373900-600: The majority of participants in studies when the rate is higher than 50 Hz. This perception of modulated light as steady is known as the flicker fusion threshold . However, when the modulated light is non-uniform and contains an image, the flicker fusion threshold can be much higher, in the hundreds of hertz. With regard to image recognition , people have been found to recognize a specific image in an unbroken series of different images, each of which lasts as little as 13 milliseconds. Persistence of vision sometimes accounts for very short single-millisecond visual stimulus having
3975-423: The maximum possible rate frames that can be captured (e.g. if the exposure time were set to near-zero), but in practice, other settings (such as exposure time) may reduce the actual frequency to a lower number than the frame rate. In computer video games , frame rate plays an important part in the experience as, unlike film, games are rendered in real-time . 60 frames per second has for a long time been considered
4050-494: The mid-2000s, after Sega became a third-party video game developer, and the game appeared on a number of Sega-themed game compilations. It appeared on Sonic Gems Collection (2005), Sega Genesis Collection (2006), and Sonic's Ultimate Genesis Collection (2009). The game was also re-released on various digital download services, including the Wii Virtual Console in 2008, on Steam in 2010, and as part of
4125-491: The models themselves. 2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography , cartography , technical drawing , advertising , etc. In those applications, the two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred, because they give more direct control of
4200-448: The moving flags on the first level, the team referenced video footage of the flags on top of BlueSky's building during a windy day to make the animation look believable. The game's music was composed by Jon Holland, a musician and filmmaker who was relatively new to video game soundtrack composing. The techno soundtrack was inspired by the works of Kraftwerk , Orbital , and The Prodigy , as well as Goa mixes. Holland attempted to create
4275-453: The opposite of raster graphics . At least one stage was cut during development, in which Vectorman rode a horizontally aligned wicker rocket on a track, with scrolling columns used to make the rocket rotate rather than simply follow a straight path. Karpp said that the level had a unique look but was not fun to play because Vectorman could not freely explore and the lack of room to maneuver made it difficult to line up shots at flying enemies. For
4350-439: The photographic process and stretched back to fill the screen on playback in a television set. The 720p format produces 59.94/50 or 29.97/25 1280×720p images, not squeezed, so that no expansion or squeezing of the image is necessary. This confusion was industry-wide in the early days of digital video software, with much software being written incorrectly, the developers believing that only 29.97 images were expected each second, which
4425-414: The rate of 24 FPS became standard for 35 mm sound film. At 24 FPS, the film travels through the projector at a rate of 456 millimetres (18.0 in) per second. This allowed simple two-blade shutters to give a projected series of images at 48 per second, satisfying Edison's recommendation. Many modern 35 mm film projectors use three-blade shutters to give 72 images per second—each frame
4500-406: The rate often changed during the scene to fit the mood. Projectionists could also change the frame rate in the theater by adjusting a rheostat controlling the voltage powering the film-carrying mechanism in the projector . Film companies often intended that theaters show their silent films at higher frame rates than they were filmed at. These frame rates were enough for the sense of motion, but it
4575-531: The same pixel. See also Portable Document Format#Layers . Frames per second Frame rate , most commonly expressed in frames per second or FPS , is typically the frequency (rate) at which consecutive images ( frames ) are captured or displayed. This definition applies to film and video cameras , computer animation , and motion capture systems. In these contexts, frame rate may be used interchangeably with frame frequency and refresh rate , which are expressed in hertz . Additionally, in
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#17327918893374650-461: The same time period. Video Games: The Ultimate Gaming Magazine gave the game a score of 9 out of 10, praising the graphics, describing the game variety and ingenuity as "nothing short of breathtaking", and concluding that "if developers keep on pumping stuff like this out, then it'll be a cold day in hell before 16-bit is dead and buried." GamePro gave it a rave review, stating that "your jaw will hang open in amazement at what Vectorman does with
4725-408: The screen or page. See below for other alternative conventions which may change the sense of the rotation produced by a rotation matrix . Particularly useful are the matrices for 90° and 180° rotations: In Euclidean geometry , uniform scaling ( isotropic scaling , homogeneous dilation , homothety ) is a linear transformation that enlarges (increases) or shrinks (diminishes) objects by
4800-410: The sides of the square are not parallel to the scaling axes (the angles between lines parallel to the axes are preserved, but not all angles). A scaling can be represented by a scaling matrix. To scale an object by a vector v = ( v x , v y , v z ), each point p = ( p x , p y , p z ) would need to be multiplied with this scaling matrix : As shown below, the multiplication will give
4875-650: The songs originally aimed for by Holland. The game was released on the Sega Genesis on October 24, 1995 in North America and on November 30, 1995 in Europe , with a marketing budget of $ 12 million. The game did not release on the Genesis in Japan, and wasn't released at all until over five years later, when it was included on the PC Windows release of the Sega Smash Pack . The game wasn't released further until
4950-495: The target intermediate frame to the input frames. They also propose flow reversal (projection) for more accurate image warping . Moreover, there are algorithms that give different weights of overlapped flow vectors depending on the object depth of the scene via a flow projection layer. Pixel hallucination-based methods use deformable convolution to the center frame generator by replacing optical flows with offset vectors. There are algorithms that also interpolate middle frames with
5025-473: The team had worked on the idea of having more "windup" and "aiming" type animations while shooting, but the added delay in action from the extra animations hampered the game's playability, and the idea was scrapped. Vectorman's character model went through many changes as well, and was not finalized until late into development. The game's villain, Warhead, was originally named Raster; the dynamic of Vectorman versus Raster would have mirrored how vector graphics are
5100-413: The titles commercial and critical success gracefully backing up such claims." In 1996, a sequel, Vectorman 2 was released for the Sega Genesis. During the same year, Sega of America entered into a deal with Los Angeles-based Ideal Entertainment for the motion picture, television and merchandising rights to the first game, though no television or film ever entered development. Multiple attempts at making
5175-464: The two games, Sega turned to them to create a game centered around pre-rendered 3D models in its levels and character designs, as an answer to Nintendo 's popular 1994 release Donkey Kong Country . Vectorman originally started as a 3D tech demo created by tools programmer Karl Robillard, inspired by vector ball demos for the Amiga . While Sega had been finding success with the Genesis platform in
5250-476: The video quality. Consequently, the temporal resolution is an important factor affecting video quality. Algorithms for FRC are widely used in applications, including visual quality enhancement, video compression and slow-motion video generation. Most FRC methods can be categorized into optical flow or kernel-based and pixel hallucination-based methods. Flow-based methods linearly combine predicted optical flows between two input frames to approximate flows from
5325-743: The virtual canvas. Conceptually, each layer is first rendered on its own, yielding a digital image with the desired resolution which is then painted over the canvas, pixel by pixel. Fully transparent parts of a layer need not be rendered, of course. The rendering and painting may be done in parallel, i.e., each layer pixel may be painted on the canvas as soon as it is produced by the rendering procedure. Layers that consist of complex geometric objects (such as text or polylines ) may be broken down into simpler elements ( characters or line segments , respectively), which are then painted as separate layers, in some order. However, this solution may create undesirable aliasing artifacts wherever two elements overlap
5400-542: The year, though short of Nintendo's concurrent holiday, Donkey Kong Country 2 , which moved 900,000 copies. Much like Donkey Kong Country series of games on the SNES, Vectorman on the Genesis was seen as a successful effort to retain interest in aging 16-bit consoles at a time when consumer interest was increasingly moving towards more advanced technology. Publications noted that the game's graphic's were comparable to early-generation PlayStation 1 games being released around
5475-452: The zero vector (i.e., on the coordinates of the origin), rotation matrices can only be used to describe rotations about the origin of the coordinate system. Rotation matrices provide a simple algebraic description of such rotations, and are used extensively for computations in geometry , physics , and computer graphics . In 2-dimensional space, a rotation can be simply described by an angle θ of rotation , but it can be also represented by
5550-482: Was incorrect. While it was true that each picture element was polled and sent only 29.97 times per second, the pixel location immediately below that one was polled 1/60 of a second later, part of a completely separate image for the next 1/60-second frame. At its native 24 FPS rate, film could not be displayed on 60 Hz video without the necessary pulldown process, often leading to "judder": To convert 24 frames per second into 60 frames per second, every odd frame
5625-411: Was perceived as jerky motion. To minimize the perceived flicker, projectors employed dual- and triple-blade shutters , so each frame was displayed two or three times, increasing the flicker rate to 48 or 72 hertz and reducing eye strain. Thomas Edison said that 46 frames per second was the minimum needed for the eye to perceive motion: "Anything less will strain the eye." In the mid to late 1920s,
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