Glossary entries reworked and slightly expanded
- ProcessingGraph: text slightly expanded - Project: corrcted and text slightly modified - RenderTask: corrected - Viewer: corrected and somewhat modified - AssetsView corrected. - InputDevice
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@ -7,10 +7,9 @@ explanations, the long explanation is the topic of the document above..'
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anchor:AssetsView[] link:#AssetsView[->]Assets View::
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Windows displaying and managing various things that can be edited,
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worked on, etc are collectively known as the Assets View.
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Ingested footage, clips that have already been composed, available
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sub-projects, effects, transitions and internal artifacts are typical
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examples.
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worked on, etc are collectively known as the Assets View.
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AssetsView consists of ingested footage, clips that have already been composed, available
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sub-projects, effects, transitions and internal artifacts.
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anchor:Builder[] link:#Builder[->]Builder::
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This is a kind of compiler that creates low-level, or processing, graphs
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@ -51,7 +50,9 @@ explanations, the long explanation is the topic of the document above..'
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anchor:InputDevice[] link:#InputDevice[->]Input Device::
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Some hardware controler, like an extra keyboard, midi mixer, Jog, ..
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TODO: decide on whether the main keyboard is in a special (global) state.
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TODO: we still need to decide on whether we can treat the main keyboard
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as special global state or whether we can handle the keyboard as a generic
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input devide.
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anchor:LowLevelModel[] link:#LowLevelModel[->]Low Level Model::
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The generated Processing Graph, to be ``performed'' within the engine
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@ -107,18 +108,18 @@ explanations, the long explanation is the topic of the document above..'
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media data needed for playback.
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anchor:ProcessingGraph[] link:#ProcessingGraph[->]Processing Graph::
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Rendering is expressed as detailed network of Nodes, each defining a
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processing step.
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Rendering is expressed as a detailed network of nodes. The edges can be
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envisaged as data flow, while the nodes represent data processing.
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anchor:Project[] link:#Project[->]Project::
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the top-level context in which all edit work is done over an extended
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period of time. The Project can be saved and re-opened. It is
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comprised of the collection of all things the user is working on, it
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contains all informations, assets, state and objects to be edited.
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The top-level context in which all editing is done over an extended
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period of time. A Project can be saved and re-opened. It consists of
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various things a user is working on: user-information, assets, state and
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objects to be edited.
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anchor:RenderTask[] link:#RenderTask[->]RenderTask::
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basically a PlayController, but collecting output directly, without
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moving a PlayheadCursor (maybe a progress indicator) and not operating
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This is basically a PlayController, but directly collects output without
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moving a PlayheadCursor (could be a progress indicator) and not operating
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in a timed fashion, but freewheeling or in background mode
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anchor:RulesSystem[] link:#RulesSystem[->]Rules System::
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@ -214,10 +215,11 @@ explanations, the long explanation is the topic of the document above..'
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overlays (masking etc.). When attached to a timeline, a viewer
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reflects the state of the timeline's associated PlayController, and it
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attaches to the timeline's global pipes (stream-type match or
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explicitly), showing video as monitor image and sending audio to the
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system audio port. Possible extensions are for a viewer to be able to
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attach to probe points within the render network, to show a second
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stream as (partial) overlay for comparison, or to be collapsed to a
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mere control for sending video to a dedicated monitor (separate X
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display or firewire)
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explicitly), showing video as a monitor image and sending audio to the
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system audio port. A number of supplimentary features are possible: the
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viewer could support the ability to attach to view points within the
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render network; the capability to display a second stream as an overlay
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(partially) which would enable user comparison or it might even be
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possible to allow the Viewer to be collapsed to a control, thus,
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allowing a video to be sent to a dedicated monitor, e.g., to a separate
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X/-display or to a firewire.
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