Technique which allows to speed up animation. It uses two different zones of the memory, one for a frame and the other for the next one: as the first frame, in the primary buffer, is displayed on the screen, the second is created in the secondary buffer. Obviously this means that it uses a double amount of memory.
A method of smoothing onscreen animation using two buffers to hold images. By rendering both images offscreen, the computer can then display a smoother...
As the name implies, you are using two buffers - for video, this means two frame buffers. While buffer 1 is being read, buffer 2 is being written to. When finished, buffer 2 is read out while buffer 1 is being written to.
This programming technique uses two buffers to speed up any computer task when the hardware can process and push information around at the same time. In graphics cards, double buffering is often used to store the next frame in a video clip in an offscreen frame buffer while displaying the current frame. This way, when the present frame is finished, the next frame is ready to write to the displayable portion of the buffer.
A way to emulate hardware page flipping in software. The game draws to a back buffer and then transfers the completed offscreen image to the hardware display.
Double Buffering means that there are two display buffers. This means that the next image can be drawn in the page of the display buffer, which is initially invisible. This image is displayed once it is ready and the next image is prepared in the other page of the buffer. Animation's and games can be made to look more realistic with this technique than in simple single buffer mode.
A term describing the method used by Starba se wherein half of the color planes on a monitor are used to display to the screen and the other half are used to compute and draw the next screen display. This provides smooth motion for animation and it is faster. However, it does reduce the number of colors that are available for display on the screen at one time.
A technique that achieves maximum data transfer bandwidth by constantly keeping two I/O requests for adjacent data outstanding. A software component begins a double-buffered I/O stream by issuing two requests in rapid sequence. Thereafter, each time an I/O request completes, another is immediately issued. If the disk subsystem is capable of processing requests fast enough, double buffering allows data to be transferred at the full-volume transfer rate.
This is when video cards use two separate buffers for video display. A front buffer is where the image is stored which is drawn on screen during every refresh. The back buffer is where the next frame is being assembled. When the image in the back buffer is assembled, it is copied to the front buffer where it will be displayed until it is overwritten by the next complete frame. Without double buffering, the image in the back buffer will be drawn on screen whether it is complete or not, creating a flickering effect.
A way of producing flickerless animation. In this scheme each frame in an animation is first drawn element by element to a buffer. When the whole frame is done the image in the buffer is moved on the screen in one move. For more detail, there are many good books on computer graphics explaining in in detail.
An animation technique that uses two frame buffers. One frame is displayed while the other is being rendered. The newly rendered frame then replaces the old one and the process continues throughout the game, providing a smoother animation and higher frame rate than single frame buffering.
All calculations and rendering steps must occur on hundreds to thousands of polygons for each frame of an interactive program that needs to update the display at a rate of between 15 and 30 times each second. Double buffering gives the system a little breathing room by providing an opportunity to render the next frame of a sequence into off-screen memory that is then switched to the display while the memory containing the formerly displayed frame can be cleared and re-painted with the next frame to be displayed and so on.
Imagine the old animation trick of drawing a cartoon character on the corner of a page of paper, and altering the drawing slightly on following pages of paper. When the sheaf of paper is complete and the pages flipped rapidly, the cartoon character gives the illusion of smooth motion. Double buffered 3-D animation on the PC works in much the same way, with the next position of the character fully drawn before the page is flipped. Viewing 3-D animations without double buffering would be like looking at the animated cartoon if the character were being redrawn with every flip of the page, the animation would appear to "flicker". Double buffering requires having two areas reserved on the frame buffer of the 3-D graphics card; both regions need to be the size of the visible screen and one buffer.
In computer graphics, double buffering (sometimes called ping-pong buffering) is a technique used to reduce or remove visible artifacts from the drawing process. It may be implemented in either software or hardware.