9

As you've understood, the framebuffer is an array in memory that holds all the pixels to display on the screen. On a desktop PC, it's probably special memory on the graphics card, but in a SoC with one memory shared by GPU and CPU, it's probably a normal memory allocation that the display controller uses DMA to read from. The display controller is a piece ...


5

There are a couple of techniques: A motion controlled camera - The camera is on some sort of rig connected to a computer. The computer is programmed to move the camera in a particular way. The camera runs through the moves without the actors, generating a clean set of plates. Then it is run again with the actors, usually wearing green or blue costumes or ...


2

You can solve the colors by solving a system of linear equations if you make few assumptions: The alpha of the color wheel is constant (i.e. same for all colors in the wheel) The beige background extends half way through the color wheel, and is constant for top and bottom halves of the image The background in the center is constant for all colors The alpha ...


1

Can it be (eg. if I run a video game full-screen) that the compositor could simply declare the application's off-screen buffer the same as its 'screen buffer' Yes. This is one of the things that "fullscreen exclusive" mode would do for you: it enables the application's swap buffers (front/back default framebuffers) to be directly scanned out by ...


1

Sometimes FX studios will use projection painting. The technique basically tracks the footage onto basic geometry and use different frames for different areas of the scene(an actor may be in front of a section of the background, but isn't in another frame.) CGMatter has a great tutorial on it: https://www.youtube.com/watch?v=gz4qV5_zuMo&t=202s


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