Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!tut.cis.ohio-state.edu!ucbvax!agate!gandalf.Berkeley.EDU!ofer From: ofer@gandalf.Berkeley.EDU (Ofer Licht) Newsgroups: comp.sys.amiga.tech Subject: Wanted: specs for Eric Graham's Movie anim file format Summary: Wanted: "J-compression" algorithm for anims Message-ID: <22556@agate.BERKELEY.EDU> Date: 3 Apr 89 22:02:20 GMT Sender: usenet@agate.BERKELEY.EDU Reply-To: ofer@gandalf.Berkeley.EDU (Ofer Licht) Distribution: usa Organization: Statistics Dept., U. C. Berkeley Lines: 28 Does anyone out there have the specifications to Eric Graham's movie anim file format? Is his "J-compression" algorithm available for perusal? -------- I am now able to make the movie package (dilbm, pilbm, movie) function consistently (read: no gurus) and find the resulting anims to be significantly faster than those created by makeanim,grabanim,etc. The movie anims, however, take longer to create and require more storage space. The storage and speed factors suggest that "J-compression" is not quite as good as Jim Kent's "vertical encoding" compression used in ANIMs of type 5. Then why do the movie anims take so much longer to compute? -------- I am willing to sacrifice the storage requirements of movie anims but would like to speed the process up a bit. Currently, I produce animation frames in ilbm format on a network of suns (using DBW render ported back to UNIX and a custom local network job distributer). I download the frames and process them into an anim on the amiga. I would like to be able to process the frames into an anim with a "J-compression" algorithm running on a sun4. If you have any suggestions for other compression algorithms, email me. Note: anyone interested in my ray-tracing setup on the suns is welcome to a copy of all sources (including the network job distributer and the modified DBW render package). Ofer Licht ofer@gandalf.berkeley.edu