这是用户在 2025-6-26 24:06 为 https://en.m.wikipedia.org/wiki/Sprite_(computer_graphics) 保存的双语快照页面,由 沉浸式翻译 提供双语支持。了解如何保存?

Sprite (computer graphics)
精灵 (计算机图形学)

In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background.[1] Use of the term has since become more general.
在计算机图形学中,精灵是集成到更大场景中的二维位图,最常见于 2D 视频游戏中。 最初,术语“精灵”指的是由硬件与背景组合在一起的固定大小的对象。 [1] 此术语的使用此后变得更加普遍。

Tank and rocket sprites from Broforce
来自《Broforce》的坦克和火箭精灵

Systems with hardware sprites include arcade video games of the 1970s and 1980s; game consoles including as the Atari VCS (1977), ColecoVision (1982), Famicom (1983), Genesis/Mega Drive (1988); and home computers such as the TI-99/4 (1979), Atari 8-bit computers (1979), Commodore 64 (1982), MSX (1983), Amiga (1985), and X68000 (1987). Hardware varies in the number of sprites supported, the size and colors of each sprite, and special effects such as scaling or reporting pixel-precise overlap.
拥有硬件精灵的系统包括 20 世纪 70 年代和 80 年代的街机视频游戏;游戏机包括 Atari VCS (1977)、ColecoVision (1982)、Famicom (1983)、Genesis/Mega Drive (1988);以及家用电脑,如 TI-99/4 (1979)、Atari 8 位计算机 (1979)、Commodore 64 (1982)、MSX (1983)、Amiga (1985) 和 X68000 (1987)。硬件在支持的精灵数量、每个精灵的大小和颜色以及缩放或报告像素级精确重叠等特殊效果方面各不相同。

Hardware composition of sprites occurs as each scan line is prepared for the video output device, such as a cathode-ray tube, without involvement of the main CPU and without the need for a full-screen frame buffer.[1] Sprites can be positioned or altered by setting attributes used during the hardware composition process. The number of sprites which can be displayed per scan line is often lower than the total number of sprites a system supports. For example, the Texas Instruments TMS9918 chip supports 32 sprites, but only four can appear on the same scan line.
精灵的硬件合成发生在为视频输出设备(如阴极射线管)准备每个扫描线时,无需主 CPU 的参与,也无需全屏帧缓冲区。 [1] 可以通过设置硬件合成过程中使用的属性来定位或更改精灵。每条扫描线上可以显示的精灵数量通常低于系统支持的精灵总数。例如,德州仪器公司的 TMS9918 芯片支持 32 个精灵,但同一扫描线上只能显示 4 个。

The CPUs in modern computers, video game consoles, and mobile devices are fast enough that bitmaps can be drawn into a frame buffer without special hardware assistance. Beyond that, GPUs can render vast numbers of scaled, rotated, anti-aliased, partially translucent, very high resolution images in parallel with the CPU.
现代计算机、视频游戏机和移动设备中的 CPU 速度足够快,可以将位图绘制到帧缓冲区中,而无需特殊的硬件辅助。除此之外,GPU 可以与 CPU 并行渲染大量缩放、旋转、抗锯齿、部分半透明、非常高分辨率的图像。