Bluefish444 Create3D Bedienungsanleitung Seite 3

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were they still did not quite meet the requirements in all aspects. Nemo3D is thus the result and
the top product of seventeen years of continuous development. We intended it to be a work
instrument which makes our work easier and more successful. It is no exaggeration to say that
we took part in several thousands of television programs and live broadcasts, and the vast
experience we have gained in the process has been of considerable help in our efforts.
Nemo3D consists of three main components. The first is the design application (Nemo3D), which
also contains the second main component, the graphics engine (NemoEngine), while the third is
the playback application (NemoPlay) which operates as a separate application. The player and
the designer can be installed on the same PC or on different PCs, in fact the player can be
installed practically on any PC, even a notebook computer. A single player can control up to eight
NemoEngines, independent of each other, plus, also independently, a so-called Preview channel.
Nemo3D is based on real time 3D graphics. At present there are two PC-based, real time 3D
graphic development systems, OpenGI and DirectX (Direct3D). The former has been developed
originally by Silicon Graphics, the latter by Microsoft (consequently it runs only on Windows,
unlike OpenGI). Both are constantly upgraded and improved all the time. It is a matter of debate
which one is better, in fact probably neither can be considered better than the other one.
Professional, high end broadcast graphic systems, with the exception of Wasp3D, use OpenGI,
mainly either because they are not being developed in a Windows environment, or because they
were developed originally for Silicon Graphics.
Nemo3D is also based on OpenGI, as at the time, for no special reason, we have opted for it. It
could be just as well based on DirectX, as it has been made for the Windows operating system
and can be operated only in it. This does not present any advantage or disadvantage. It should
be borne in mind that in the course of learning the use of the application, parameters and
expressions will come up which originate from OpenGI. If the user has some experience with
OpenGI programing, he (or she) will find it easier to work with Nemo, but this is by no means an
indispensable condition.
It is not absolutely necessary to have some knowledge in mathematics (algebra, geometry),
although this is not a disadvantage, either. We, the developers of the system, can hardly claim to
be experts, so we can promise that it will not be too painful.
To learn the use of Nemo it is a definite advantage to have some experience in the use of one of
the 3D animation packages. Strictly speaking, Nemo is also a 3D animation application, with a
restricted and hardware dependent set of features that all work in real time. The other difference
is the handling of text, which is of primary importance and is much more sophisticated in Nemo3D
than in a 3D animation application.
Hardware requirements
NemoEngine is resolution independent, in other words, the size of the picture is indifferent. Being
a broadcast graphic system, resolution is determined by the broadcast standard to be used. It can
be standard resolution (SD), either NTSC used in the United States and in some other countries,
such as Japan, or PAL which is preferred in other parts of the world. Increasingly spreading is HD
i.e. high definition ensuring a much higher picture quality. This term, too, is not uniform, HD is a
collective term for a number of video standards of different sizes and properties. HD consists of
approximately five times the number of pixels as SD. This puts a far bigger load on the graphic
card and on the CPU.
As it was one of our chief aims to put together a system available at a most advantageous price -
for commercial reasons and in accordance with our own purposes, too - it was our intention to
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