Communication protocol for synchronizing animation systems
First Claim
1. An animation rendering system, comprising:
- a high-level animation subsystem that handles interaction functions for the system;
a low-level animation subsystem that handles display functions for the system;
at least one high-level clock that is referenced by high-level animation operations;
at least one low-level clock that is referenced by low-level animation operations;
a communications channel for sending messages between the high-level animation subsystem and the low-level animation subsystem according to a communications protocol;
wherein the communication protocol further comprises at least one message sent from the low-level animation subsystem to the high-level animation subsystem to handle synchronization between the high-level animation subsystem and the low-level animation subsystem, the one message comprising a “
synchronize with media slip”
message tat identifies a target clock associated with an animation and an amount that the target clock must slip to synchronize the high-level animation subsystem with the animation being run by the low-level animation subsystem; and
wherein the communications protocol includes information provided to the low-level animation subsystem by the high-level animation subsystem that designates an animation and specifies how the animation is to change over a specified period of time, thereby ensuring that the low-level animation system has information to process several frames of the animation.
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Abstract
A communications protocol is described that governs asynchronous exchange of data between a high level animation system and a low level animation system. The high level animation system has a variable, medium-frequency frame rate and is optimized for interactivity. The low level animation system has a constant, high frequency frame rate and is optimized for high refresh frame rate. The communications protocol includes messages that can be sent by the high-level animation system to the low-level animation system to designate an animation and how the animation is to change over a specified period of time. As a result, the low-level system can display the animation at the high refresh rate even if animation data is not received from the high-level system for every frame.
14 Citations
19 Claims
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1. An animation rendering system, comprising:
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a high-level animation subsystem that handles interaction functions for the system; a low-level animation subsystem that handles display functions for the system; at least one high-level clock that is referenced by high-level animation operations; at least one low-level clock that is referenced by low-level animation operations; a communications channel for sending messages between the high-level animation subsystem and the low-level animation subsystem according to a communications protocol; wherein the communication protocol further comprises at least one message sent from the low-level animation subsystem to the high-level animation subsystem to handle synchronization between the high-level animation subsystem and the low-level animation subsystem, the one message comprising a “
synchronize with media slip”
message tat identifies a target clock associated with an animation and an amount that the target clock must slip to synchronize the high-level animation subsystem with the animation being run by the low-level animation subsystem; andwherein the communications protocol includes information provided to the low-level animation subsystem by the high-level animation subsystem that designates an animation and specifies how the animation is to change over a specified period of time, thereby ensuring that the low-level animation system has information to process several frames of the animation. - View Dependent Claims (2, 3, 4, 5)
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6. A method for processing an animation application, comprising:
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receiving animation data from the animation application into a high-level animation subsystem; transmitting animation information from the high-level animation subsystem to a low-level animation subsystem according to a communication protocol over a communications channel so that the low-level animation subsystem can display an animation associated with the animation data; wherein the communication protocol provides for designating an animation and for instructions regarding how the animation should change over a particular time period so that the low-level animation subsystem can process several frames of the animation at a constant display frame refresh rate while the high-level animation subsystem executes at a variable refresh rate, and wherein the communication protocol includes the following messages that are sent from a high-level animation subsystem timing element to a low-level animation subsystem timing element; a message to create a clock; a message to update clock properties; a message to add an interval to a clock; a message to remove all intervals for a clock; and a message to delete a clock. - View Dependent Claims (7, 8, 9)
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10. A system, comprising:
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a high-level animation subsystem configured to receive animation information from an application; a low-level animation subsystem configured to render one or more animations according to the animation information; a low-level timing engine configured to monitor one or more low-level clocks in the low-level animation subsystem and to synchronize the low-level clocks with one or more high-level clocks; a high-level timing engine configured to monitor one or more high-level clocks in the high-level animation subsystem according to one or more high-level animation objects and to transmit animation messages to the low-level timing engine, the animation messages conforming to a communication protocol; wherein the low-level timing engine is configured to send a synchronization message to the high-level timing engine according to the communication protocol that identifies a high-level clock and measure of how much the high-level clock should be altered to synchronize the high-level clock with a low-level clock; and wherein the animation messages that are transmitted from the high-level timing engine to the low-level timing engine designate one or more animation objects and how the animation objects are to change over a specified period of time. - View Dependent Claims (11, 12, 13, 14, 15)
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16. A high-level animation subsystem in an animation rendering system, comprising:
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one or more high-level clocks; a high-level timing engine configured to track the one or more high-level clocks; one or more animation objects that identify at least a portion of an animation; means for transmitting animation data to a low-level animation subsystem according to messages included in a communication protocol; and wherein the communication protocol messages transmitted to the low-level animation subsystem identifies at least one of the animation objects in the low-level animation subsystem and provides data regarding bow the identified animation objects are to change over a specified period of time, and wherein the communication protocol further comprises the following messages; a create animation message that describes an animation to create; and an update animation message that identifies an animation to update and updated properties. - View Dependent Claims (17, 18, 19)
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Specification