On Line Vs. Off Line Editing/Linear Vs. Non Linear

On Line Vs. Off Line Editing/Linear Vs. Non Linear

Post by Ranwin Communicatio » Tue, 11 Jan 1994 13:34:02



2 Basic questions:

I've been reading articles where people often refer to On Line and Off Line
systems for video editing. What are these?

Also, how about Non Linear editing systems and Linear editing systems?

Finally, given a commercial/movie on film, is it possible to digitize/edit
it and produce commerical quality video output (BetaSP) using the Mac/Amiga
or PC?

Please e-mail direct.

Thanks,

Sanjay

 
 
 

On Line Vs. Off Line Editing/Linear Vs. Non Linear

Post by Paul Bruggem » Thu, 13 Jan 1994 02:53:16



Quote:>2 Basic questions:

>I've been reading articles where people often refer to On Line and Off Line
>systems for video editing. What are these?

>Also, how about Non Linear editing systems and Linear editing systems?

On-line traditionally means the editing equipment is hooked up to a switcher,
ADO-ish 2 1/2D picture flipper, a bunch of tape decks (3/4,1",Beta,D1,D2 etc)
,misc signal analysis equipment and output NTSC broadcast quality video.

Off-line just has 2 or 3 tape decks and an editor that keeps track of what
cuts you make. This list of cuts is carried into the above expensive edit
bay and run through the 'real' equipment that makes your show.

Non-linear off-line uses 1 deck (or maybe pre-digitized material on a disk)
and computer to replace the above system. Non-linear saves time or allows
more fiddle time by not requiring all the tape shuttle and re-editing
time that sliding/replacing edits causes.

Quote:>Finally, given a commercial/movie on film, is it possible to digitize/edit
>it and produce commerical quality video output (BetaSP) using the Mac/Amiga
>or PC?

I have seen material that claims 3/4"-BetaSP quality. It is usually MPEG/JPEG
compressed, so the limits of those systems apply. (Pretty good, falls down
on occasion- very quickly changing scenes that have a lot of detail)

Quote:>Please e-mail direct.

>Thanks,

>Sanjay

 ..paul

 
 
 

1. Non-linear vs linear z buffer

Using opengl glFrustum(),for example, generates a perspective
transform
that after the perspective divide would give an ndc z like:

z' = a + b/z

where a and b would be constants based on znear and zfar.

I guess this non-linearity would give you a high accuracy(difference)
in z' close to the near plane and less accurate at the far plane.

QUESTIONS
Wouldn't it, in some applications, be better with a linear z buffer?
How would this affect scan-conversion(with zbuffer) that interpolates
z?
Is there some obvious problems with this that I can't see?

Thanks in advance
Mathias

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