Patent Publication Number: US-2005128220-A1

Title: Methods and apparatuses for adjusting a frame rate when displaying continuous time-based content

Description:
CROSS REFERENCE RELATED APPLICATIONS  
      This application is a continuation-in-part of application Ser. No. 10/632,350 filed on Aug. 3, 2000, which claims benefit of U.S. Provisional Application No. 60/147,092 filed on Aug. 3, 1999. The disclosure for U.S. patent application Ser. No. 09/632,350 is hereby incorporated by reference. 
    
    
     FIELD OF INVENTION  
      This invention relates generally to a frame rate for displaying continuous time-based content, and, more particularly, to adjusting the frame rate.  
     BACKGROUND  
      In computer graphics, traditional real-time 3D scene rendering is based on the evaluation of a description of the scene&#39;s 3D geometry, resulting in the production of an image presentation on a computer display. Virtual Reality Modeling Language (VRML hereafter) is a conventional modeling language that defines most of the commonly used semantics found in conventional 3D applications such as hierarchical transformations, light sources, view points, geometry, animation, fog, material properties, and texture mapping. Texture mapping processes are commonly used to apply externally supplied image data to a given geometry within the scene. For example VRML allows one to apply externally supplied image data, externally supplied video data or externally supplied pixel data to a surface. However, VRML does not allow the use of rendered scene as an image to be texture mapped declaratively into another scene. In a declarative markup language, the semantics required to attain the desired outcome are implicit, and therefore a description of the outcome is sufficient to get the desired outcome.  
      Thus, it is not necessary to provide a procedure (i.e., write a script) to get the desired outcome. As a result, it is desirable to be able to compose a scene using declarations. One example of a declarative language is the Hypertext Markup Language (HTML).  
      Further, it is desirable to declaratively combine any two surfaces on which image data was applied to produce a third surface. It is also desirable to declaratively re-render the image data applied to a surface to reflect the current state of the image.  
      Traditionally, 3D scenes are rendered monolithically, producing a final frame rate to the viewer that is governed by the worst-case performance determined by scene complexity or texture swapping. However, if different rendering rates were used for different elements on the same screen, the quality would improve and viewing experience would be more television-like and not a web-page-like viewing experience.  
     SUMMARY  
      In one embodiment, the methods and apparatuses detect hardware associated with a device configured for displaying authored content; set an initial frame rate for the authored content based on the hardware; and play the content at the initial frame rate, wherein the authored content is scripted in a declarative markup language.  
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
       FIG. 1A  shows the basic architecture of Blendo.  
       FIG. 1B  is a flow diagram illustrating flow of content through Blendo engine.  
       FIG. 2A  illustrates how two surfaces in a scene are rendered at different rendering rates.  
       FIG. 2B  is a flow chart illustrating acts involved in rendering the two surfaces shown in  FIG. 2A  at different rendering rates.  
       FIG. 3A  illustrates a nested scene.  
       FIG. 3B  is a flow chart showing acts performed to render the nested scene of  FIG. 3A .  
       FIG. 4  illustrates a block diagram describing a player for displaying Blendo content.  
       FIG. 5  illustrates a flow diagram illustrating displaying Blendo content.  
       FIG. 6  illustrates a timing diagram illustrating varying frame rates for displaying Blendo content.  
    
    
     DETAILED DESCRIPTION  
      The following detailed description of the methods and apparatuses for adjusting a frame rate when displaying continuous time-based content refers to the accompanying drawings. The detailed description is not intended to limit the methods and apparatuses for adjusting a frame rate when displaying continuous time-based content. Instead, the scope of the methods and apparatuses for adjusting a frame rate when displaying continuous time-based content are defined by the appended claims and equivalents. Those skilled in the art will recognize that many other implementations are possible, consistent with the present invention.  
      References to a “device” include a device utilized by a user such as a computer, a portable computer, a personal digital assistant, a cellular telephone, a gaming console, and a device capable of processing content.  
      References to “content” include graphical representations both static and dynamic scenes, audio representations, and the like.  
      References to “scene” include a content that is configured to be presented in a particular manner.  
      Blendo is an exemplary embodiment of the present invention that allows temporal manipulation of media assets including control of animation and visible imagery, and cueing of audio media, video media, animation and event data to a media asset that is being played.  FIG. 1A  shows basic Blendo architecture. At the core of the Blendo architecture is a Core Runtime module  10  (Core hereafter) which presents various Application Programmer Interface (API hereafter) elements and the object model to a set of objects present in system  11 . During normal operation, a file is parsed by parser  14  into a raw scene graph  16  and passed on to Core  10 , where its objects are instantiated and a runtime scene graph is built. The objects can be built-in objects  18 , author defined objects  20 , native objects  24 , or the like. The objects use a set of available managers  26  to obtain platform services  32 . These platform services  32  include event handling, loading of assets, playing of media, and the like. The objects use rendering layer  28  to compose intermediate or final images for display. A page integration component  30  is used to interface Blendo to an external environment, such as an HTML or XML page.  
      Blendo contains a system object with references to the set of managers  26 . Each manager  26  provides the set of APIs to control some aspect of system  11 . An event manager  26 D provides access to incoming system events originated by user input or environmental events. A load manager  26 C facilitates the loading of Blendo files and native node implementations. A media manager  26 E provides the ability to load, control and play audio, image and video media assets. A render manager  26 G allows the creation and management of objects used to render scenes. A scene manager  26 A controls the scene graph. A surface manager  26 F allows the creation and management of surfaces onto which scene elements and other assets may be composited. A thread manager  26 B gives authors the ability to spawn and control threads and to communicate between them.  
       FIG. 1B  illustrates in a flow diagram, a conceptual description of the flow of content through a Blendo engine. In block  50 , a presentation begins with a source which includes a file or stream  34  ( FIG. 1A ) of content being brought into parser  14  ( FIG. 1A ). The source could be in a native VRML-like textual format, a native binary format, an XML based format, or the like. Regardless of the format of the source, in block  55 , the source is converted into raw scene graph  16  ( FIG. 1A ). The raw scene graph  16  can represent the nodes, fields and other objects in the content, as well as field initialization values. It also can contain a description of object prototypes, external prototype references in the stream  34 , and route statements.  
      The top level of raw scene graph  16  include nodes, top level fields and functions, prototypes and routes contained in the file. Blendo allows fields and functions at the top level in addition to traditional elements. These are used to provide an interface to an external environment, such as an HTML page. They also provide the object interface when a stream  34  is used as the contents of an external prototype.  
      Each raw node includes a list of the fields initialized within its context. Each raw field entry includes the name, type (if given) and data value(s) for that field. Each data value includes a number, a string, a raw node, and/or a raw field that can represent an explicitly typed field value.  
      In block  60 , the prototypes are extracted from the top level of raw scene graph  16  ( FIG. 1A ) and used to populate the database of object prototypes accessible by this scene.  
      The raw scene graph  16  is then sent through a build traversal. During this traversal, each object is built (block  65 ), using the database of object prototypes.  
      In block  70 , the routes in stream  34  are established. Subsequently, in block  75 , each field in the scene is initialized. This is done by sending initial events to non-default fields of Objects. Since the scene graph structure is achieved through the use of node fields, block  75  also constructs the scene hierarchy as well. Events are fired using in order traversal. The first node encountered enumerates fields in the node. If a field is a node, that node is traversed first.  
      As a result the nodes in that particular branch of the tree are initialized. Then, an event is sent to that node field with the initial value for the node field. After a given node has had its fields initialized, the author is allowed to add initialization logic (block  80 ) to prototyped objects to ensure that the node is fully initialized at call time. The blocks described above produce a root scene. In block  85  the scene is delivered to the scene manager  26 A ( FIG. 1A ) created for the scene.  
      In block  90 , the scene manager  26 A is used to render and perform behavioral processing either implicitly or under author control. A scene rendered by the scene manager  26 A can be constructed using objects from the Blendo object hierarchy. Objects may derive some of their functionality from their parent objects, and subsequently extend or modify their functionality. At the base of the hierarchy is the Object. The two main classes of objects derived from the Object are a Node and a Field. Nodes contain, among other things, a render method, which gets called as part of the render traversal. The data properties of nodes are called fields. Among the Blendo object hierarchy is a class of objects utilized to provide timing of objects, which are described in detail below. The following code portions are for exemplary purposes. It should be noted that the line numbers in each code portion merely represent the line numbers for that particular code portion and do not represent the line numbers in the original source code.  
      Surface Objects  
      A Surface Object is a node of type SurfaceNode. A SurfaceNode class is the base class for all objects that describe a 2D image as an array of color, depth and opacity (alpha) values. SurfaceNodes are used primarily to provide an image to be used as a texture map. Derived from the SurfaceNode Class are MovieSurface, ImageSurface, MatteSurface, PixelSurface and SceneSurface. It should be noted the line numbers in each code portion merely represent the line numbers for that code portion and do not represent the line numbers in the original source code.  
      MovieSurface  
      The following code portion illustrates the MovieSurface node. A description of each field in the node follows thereafter.  
                                                  1)MovieSurface: SurfaceNode TimedNode AudioSourceNode {           2) field MF String url         [ ]           3) field TimeBaseNode timeBase     NULL           4) field Time duration       0           5) field Time loadTime       0           6) field String loadStatus     “NONE”           }                      
 
      A MovieSurface node renders a movie on a surface by providing access to the sequence of images defining the movie. The MovieSurface&#39;s TimedNode parent class determines which frame is rendered onto the surface at any one time. Movies can also be used as sources of audio.  
      In line 2 of the code portion, (“Multiple Value Field) the URL field provides a list of potential locations of the movie data for the surface. The list is ordered such that element  0  describes the preferred source of the data. If for any reason element  0  is unavailable, or in an unsupported format, the next element may be used.  
      In line 3, the timeBase field, if specified, specifies the node that is to provide the timing information for the movie. In particular, the timeBase will provide the movie with the information needed to determine which frame of the movie to display on the surface at any given instant. If no timeBase is specified, the surface will display the first frame of the movie.  
      In line 4, the duration field is set by the MovieSurface node to the length of the movie in seconds once the movie data has been fetched.  
      In line 5 and 6, the loadTime and the loadStatus fields provide information from the MovieSurface node concerning the availability of the movie data. LoadStatus has five possible values, “NONE”, “REQUESTED”, “FAILED”, “ABORTED”, and “LOADED”. “NONE” is the initial state. A “NONE” event is also sent if the node&#39;s url is cleared by either setting the number of values to 0 or setting the first URL string to the empty string. When this occurs, the pixels of the surface are set to black and opaque (i.e. color is 0,0,0 and transparency is 0).  
      A “REQUESTED” event is sent whenever a non-empty url value is set. The pixels of the surface remain unchanged after a “REQUESTED” event.  
      “FAILED” is sent after a “REQUESTED” event if the movie loading did not succeed. This can happen, for example, if the UIRL refers to a non-existent file or if the file does not contain valid data. The pixels of the surface remain unchanged after a “FAILED” event.  
      An “ABORTED” event is sent if the current state is “REQUESTED” and then the URL changes again. If the URL is changed to a non-empty value, “ABORTED” is followed by a “REQUESTED” event. If the URL is changed to an empty value, “ABORTED” is followed by a “NONE” value. The pixels of the surface remain unchanged after an “ABORTED” event.  
      A “LOADED” event is sent when the movie is ready to be displayed. It is followed by a loadtime event whose value matches the current time. The frame of the movie indicated by the timeBase field is rendered onto the surface. If timeBase is NULL, the first frame of the movie is rendered onto the surface.  
      ImageSurface  
      The following code portion illustrates the ImageSurface node. A description of each field in the node follows thereafter.  
                                                  1) ImageSurface: SurfaceNode {           2)field ME String    url     [ ]           3)field Time      loadTime   0           4)field String     loadStatus  “NONE”           }                      
 
      An ImageSurface node renders an image file onto a surface. In line 2 of the code portion, the URL field provides a list of potential locations of the image data for the surface. The list is ordered such that element  0  describes the most preferred source of the data. If for any reason element  0  is unavailable, or in an unsupported format, the next element may be used.  
      In line 3 and 4, the loadtime and the loadStatus fields provide information from the ImageSurface node concerning the availability of the image data. LoadStatus has five possible values, “NONE”, “REQUESTED”, “FAILED”, “ABORTED”, and “LOADED”.  
      “NONE” is the initial state. A “NONE” event is also sent if the node&#39;s URL is cleared by either setting the number of values to 0 or setting the first URL string to the empty string. When this occurs, the pixels of the surface are set to black and opaque (i.e. color is 0,0,0 and transparency is 0).  
      A “REQUESTED” event is sent whenever a non-empty UIRL value is set. The pixels of the surface remain unchanged after a “REQUESTED” event.  
      “FAILED” is sent after a “REQUESTED” event if the image loading did not succeed. This can happen, for example, if the UIRL refers to a non-existent file or if the file does not contain valid data. The pixels of the surface remain unchanged after a “FAILED” event.  
      An “ABORTED” event is sent if the current state is “REQUESTED” and then the URL changes again. If the URL is changed to a non-empty value,  
      “ABORTED” will be followed by a “REQUESTED” event. If the URL is changed to an empty value, “ABORTED” will be followed by a “NONE” value. The pixels of the surface remain unchanged after an “ABORTED” event.  
      A “LOADED” event is sent when the image has been rendered onto the 15 surface. It is followed by a loadTime event whose value matches the current time.  
      MatteSurface  
      The following code portion illustrates the MatteSurface node. A description of each field in the node follows thereafter.  
                                                  1) MatteSurface: SurfaceNode {           2) field SurfaceNode surface1     NULL           3) field SurfaceNode surface2     NULL           4) field String operation        ‘’’’           5) field MF Float parameter      0           6) field Bool overwriteSurface2     FALSE           }                      
 
      The MatteSurface node uses image compositing operations to combine the image data from surface  1  and surface  2  onto a third surface. The result of the compositing operation is computed at the resolution of surface 2 . If the size of surface  1  differs from that of surface  2 , the image data on surface  1  is zoomed up or down before performing the operation to make the size of surface  1  equal to the size of surface 2 .  
      In lines 2 and 3 of the code portion the surface  1  and surface  2  fields specify the two surfaces that provide the input image data for the compositing operation.  
      In line 4, the operation field specifies the compositing function to perform on the two input surfaces. Possible operations are described below.  
      “REPLACE_ALPHA” overwrites the alpha channel A of surface 2  with data from surface  1 . If surface  1  has 1 component (grayscale intensity only), that component is used as the alpha (opacity) values. If surface  1  has 2 or 4 components (grayscale intensity+alpha or RGBA), the alpha channel A is used to provide the alpha values. If surface  1  has 3 components (RGB), the operation is undefined. This operation can be used to provide static or dynamic alpha masks for static or dynamic images. For example, a SceneSurface could render an animated James Bond character against a transparent background. The alpha component of this image could then be used as a mask shape for a video clip.  
      “MULTIPLY_ALPHA” is similar to REPLACE_ALPHA. except the alpha values from surface  1  are multiplied with the alpha values from surface  2 .  
      “CROSS_FADE” fades between two surfaces using a parameter value to control the percentage of each surface that is visible. This operation can dynamically fade between two static or dynamic images. By animating the parameter value (line 5) from 0 to 1, the image on surface  1  fades into that of surface  2 .  
      “BLEND” combines the image data from surface  1  and surface  2  using the alpha channel from surface  2  to control the blending percentage. This operation allows the alpha channel of surface  2  to control the blending of the two images. By animating the alpha channel of surface  2  by rendering a SceneSurface or playing a MovieSurface, you can produce a complex traveling matte effect. If R1, G1, B1, and A1 represent the red, green, blue, and alpha values of a pixel of surface  1  and R2, 02, B2, and A2 represent the red, green, blue, and alpha values of the corresponding pixel of surface  2 , then the resulting values of the red, green, blue, and alpha components of that pixel are: 
 
red= R 1*(1− A 2)+ R 2* A 2  (1) 
 
green= G 1*(1− A 2)+ G 2* A 2  (2) 
 
blue= B 1*(1− A 2)+ B 2* A 2  (3) 
 
alpha=1  (4) 
 
      “ADD”, and “SUBTRACT” add or subtract the color channels of surface  1  and surface  2 . The alpha of the result equals the alpha of surface  2 .  
      In line 5, the parameter field provides one or more floating point parameters that can alter the effect of the compositing function. The specific interpretation of the parameter values depends upon which operation is specified.  
      In line 6, the overwriteSurface 2  field indicates whether the MatteSurface node should allocate a new surface for storing the result of the compositing operation (overwriteSurface 2 =FALSE) or whether the data stored on surface  2  should be overwritten by the compositing operation (overwriteSurface 2 =TRUE).  
      PixelSurface  
      The following code portion illustrates the SceneSurface node. A description of the field in the node follows thereafter.  
                                                  1) PixelSurface: SurfaceNode {           2)field Image      image   0 0 0           }                      
 
      A PixelSurface node renders an array of user-specified pixels onto a surface. In line 2, the image field describes the pixel data that is rendered onto the surface.  
      SceneSurface  
      The following code portion illustrates the use of SceneSurface node. A description of each field in the node follows thereafter.  
                                                  1)SceneSurface: SurfaceNode {           2)field MF ChildNode children     [ ]           3)field UInt32     width           4)field UInt32     height   1           }                      
 
      A SceneSurface node renders the specified children on a surface of the specified size. The SceneSurface automatically re-renders itself to reflect the current state of its children.  
      In line 2 of the code portion, the children field describes the ChildNodes to be rendered. Conceptually, the children field describes an entire scene graph that is rendered independently of the scene graph that contains the SceneSurface node.  
      In lines 3 and 4, the width and height fields specify the size of the surface in pixels. For example, if width is 256 and height is 512, the surface contains a 256×512 array of pixel values.  
      The MovieSurface, ImageSurface, MafteSurface, PixelSurface and SceneSurface nodes are utilized in rendering a scene.  
      At the top level of the scene description, the output is mapped onto the display, the “top level Surface.” Instead of rendering its results to the display, the 3D rendered scene can generate its output onto a Surface using one of the above mentioned SurfaceNodes, where the output is available to be incorporated into a richer scene composition as desired by the author. The contents of the Surface, generated by rendering the surface&#39;s embedded scene description, can include color information, transparency (alpha channel) and depth, as part of the Surface&#39;s structured image organization. An image, in this context is defined to include a video image, a still image, an animation or a scene.  
      A Surface is also defined to support the specialized requirements of various texture-mapping systems internally, behind a common image management interface. As a result, any Surface producer in the system can be consumed as a texture by the 3D rendering process. Examples of such Surface producers include an Image Surface, a MovieSurface, a MatteSurface, a SceneSurface, and an ApplicationSurface.  
      An ApplicationSurface maintains image data as rendered by its embedded application process, such as a spreadsheet or word processor, a manner analogous to the application window in a traditional windowing system.  
      The integration of surface model with rendering production and texture consumption allows declarative authoring of decoupled rendering rates. Traditionally, 3D scenes have been rendered monolithically, producing a final frame rate to the viewer that is governed by the worst-case performance due to scene complexity and texture swapping. In a real-time, continuous composition framework, the Surface abstraction provides a mechanism for decoupling rendering rates for different elements on the same screen. For example, it may be acceptable to portray a web browser that renders slowly, at perhaps 1 frame per second, but only as long as the video frame rate produced by another application and displayed alongside the output of the browser can be sustained at a full 30 frames per second.  
      If the web browsing application draws into its own Surface, then the screen compositor can render unimpeded at full motion video frame rates, consuming the last fully drawn image from the web browser&#39;s Surface as part of its fast screen updates.  
       FIG. 2A  illustrates a scheme for rendering a complex portion  202  of screen display  200  at full motion video frame rate.  FIG. 2B  is a flow diagram illustrating various acts included in rendering screen display  200  including complex portion  202  at full motion video rate. It may be desirable for a screen display  200  to be displayed at 30 frames per second, but a portion  202  of screen display  200  may be too complex to display at 30 frames per second. In this case, portion  202  is rendered on a first surface and stored in a buffer  204  as shown in block  210  ( FIG. 2B ). In block  215 , screen display  200  including portion  202  is displayed at 30 frames per second by using the first surface stored in buffer  204 . While screen display  200 , including portion  200 , is being displayed, the next frame of portion  202  is rendered on a second surface and stored in buffer  206  as shown in block  220 . Once this next frame of portion  202  is available, the next update of screen display  200  uses the second surface (block  225 ) and continues to do so until a further updated version of portion  202  is available in buffer  204 . While the screen display  200  is being displayed using the second surface, the next frame of portion  202  is being rendered on first surface as shown in block  230 . When the rendering of the next frame on the first surface is complete, the updated first surface will be used to display screen display  200  including complex portion  202  at 30 frames per second.  
      The integration of surface model with rendering production and texture consumption allows nested scenes to be rendered declaratively. Recomposition of subscenes rendered as images enables open-ended authoring. In particular, the use of animated sub-scenes, which are then image-blended into a larger video context, enables a more relevant aesthetic for entertainment computer graphics. For example, the image blending approach provides visual artists with alternatives to the crude hard-edges edged clipping of previous generations of windowing systems.  
       FIG. 3A  depicts a nested scene including an animated sub-scene.  FIG. 3B  is a flow diagram showing acts performed to render the nested scene of  FIG. 3A . Block  310  renders a background image displayed on screen display  200 , and block  315  places a cube  302  within the background image displayed on screen display  200 . The area outside of cube  302  is part of a surface that forms the background for cube  302  on display  200 . A face  304  of cube  302  is defined as a third surface. Block  320  renders a movie on the third surface using a MovieSurface node. Thus, face  304  of the cube displays a movie that is rendered on the third surface. Face  306  of cube  302  is defined as a fourth surface. Block  325  renders an image on the fourth surface using an ImageSurface node. Thus, face  306  of the cube displays an image that is rendered on the fourth surface. In block  330 , the entire cube  302  is defined as a fifth surface and in block  335  this fifth surface is translated and/or rotated thereby creating a moving cube  302  with a movie playing on face  304  and a static image displayed on face  306 . A different rendering can be displayed on each face of cube  302  by following the procedure described above. It should be noted that blocks  310  to  335  can be done in any sequence including starting all the blocks  310  to  335  at the same time.  
       FIG. 4  illustrates one embodiment of a content player system  400 . In one embodiment, the system  400  is embodied within the system  110 . In another embodiment, the system  400  is embodied as a stand-alone device. In yet another embodiment, the system  400  is coupled with a display device for viewing the content.  
      In one embodiment, the system  400  includes a detection module  410 , a render module  420 , a storage module  430 , an interface module  440 , and a control module  450 .  
      In one embodiment, the control module  450  communicates with the detection module  410 , the render module  420 , the storage module  430 , and the interface module  440 . In one embodiment, the control module  450  coordinates tasks, requests, and communications between the detection module  410 , the render module  420 , the storage module  430 , and the interface module  440 . In one embodiment, the control module  450  utilizes one of many available central computer processors (CPUs). In one embodiment, the CPU utilizes an operating system such as Windows, Linux, MAC OS, and the like.  
      In one embodiment, the detection module  410  detects the complexity of the authored content in Blendo. In another embodiment, the detection module  410  also detects the capability of the CPU within the control module  450 . In yet another embodiment, the detection module detects the type of operating system utilized by the CPU. In yet another embodiment, the detection module  410  detects other hardware parameters such as graphics hardware, memory speed, hard disk speed, network latency speeds, and the like.  
      In one embodiment, the render module  420  sets the play back frame rate of the authored content based on the complexity of the content, the type of operating system, and/or the speed of the CPU. In another embodiment, the play back frame rate also depends on the type of display device that is coupled to the system  400 . In yet another embodiment, the author of the authored Blendo content is able to specify the play back frame rate.  
      In one embodiment, the storage module  430  stores the authored content. In one embodiment, the authored content is stored as a declarative language in which the outcome of the scene is described explicitly. Further, the storage module  430  can be utilized as a buffer for the authored content while playing the authored content.  
      In one embodiment, the interface module  440  receives authored Blendo content that is formatted as a continuous time-based description of an animation. In another embodiment, the interface module  440  transmits a signal that represents an audio/visual portion of the rendered Blendo content for display on a display device.  
      Referring back to  FIG. 1A , in one embodiment, content originates in the form of a Flash file as an swf extension (.swf file) prior to being received by the system  11  ( FIG. 1A ). In one embodiment, the Flash file is converted into a Blendo recognized format prior to being processed into a raw scene graph  16  ( FIG. 1A ). In doing so, content that is created by a Flash editor can be utilized by the system  11  as authored Blendo content. In another embodiment, content that is created by any editor can be utilized by the system  11  as authored Blendo content after a conversion is made prior to being processed into a raw scene graph  16 .  
      The system  400  in  FIG. 4  is shown for exemplary purposes and is merely one embodiment of the methods and apparatuses for adjusting a frame rate when displaying continuous time-based content. Additional modules may be added to the system  300  without departing from the scope of the methods and apparatuses for adjusting a frame rate when displaying continuous time-based content. Similarly, modules may be combined or deleted without departing from the scope of the methods and apparatuses adjusting a frame rate when displaying continuous time-based content.  
       FIG. 5  is a flow diagram that illustrates adjusting the frame rate when playing back content. The blocks within the flow diagram can be performed in a different sequence without departing from the spirit of the methods and apparatuses for adjusting a frame rate when displaying continuous time-based content. Further, blocks can be deleted, added, or combined without departing from the spirit of the methods and apparatuses for adjusting a frame rate when displaying continuous time-based content.  
      In Block  510 , hardware associated with the display device is detected. In one embodiment, the display device is incorporated within the system  11 , and the hardware of the system  11  is detected. In another embodiment, the display device is incorporated within the system  400 , and the hardware of the system  400  is detected. In one embodiment, the hardware includes a CPU type, a CPU speed, a bus speed, and other factors that effect the performance of the speed of the display device.  
      In Block  520 , the type of operating system is detected within the display device. Linux, Windows, and Mac OS are several exemplary operating systems.  
      In Block  530 , the complexity of the authored Blendo content is detected. In one example, the authored Blendo content is an analog wall clock with only a second hand rotating around the clock face in real time. This single clock with a second hand can be considered a simple animated sequence. In another embodiment, there are ten thousand analog wall clocks wherein each wall clock has a second hand rotating around the clock face in real time. This animated sequence is more complex with ten thousand analog wall clocks.  
      In Block  540 , the frame rate for the authored Blendo content is set based on the hardware detected in the Block  510 , the operating system detected in the Block  520 , and/or the complexity of the content detected in the Block  530 . In one embodiment, the frame rate for the authored Blendo content is optimized based on the speed of the hardware and operating system. With faster hardware and operating systems, the frame rate can be increased. In another embodiment, the frame rate for the authored Blendo content is optimized based on the complexity of the scene being displayed. For example, simpler scenes such as a single analog wall clock can be displayed at higher frame rates. Likewise, more complex scenes such as ten thousand analog wall clock can be displayed at lower frame rates.  
      In Block  540 , the frame rate is continuously adjusted based on the complexity of the scenes. For example, the scene may start out with a very simple single analog wall clock which could be optimized at a higher frame rate. Just moments later, the scene may become much more complex with ten thousand wall clocks and be optimized and adjusted to a lower frame rate.  
      In Block  550 , the authored Blendo content is displayed at the frame rate that is set and adjusted according to the Block  540 .  
       FIG. 6  illustrates a timing diagram that shows varying frame rates for displaying authored Blendo content. The horizontal axis represents time, and the vertical axis represents a frame rate that authored Blendo content is being played at. Segment  610  and segment  630  represents a single piece of authored Blendo content. Further, frame rates f 2  and f 2  represent different frame rates, and times t 0 , t 1 , and t 2  represents two different times. In one embodiment, the segment  610  plays from time t 0  to time t 1  at the frame rate f 1 , and the segment  630  plays from time t 1  to time t 2  at the frame rate f 2 .  
      The frame rates f 1  and f 2  can be any frame rate. In one embodiment, frame rate f 1  is at 14 frames per second, and frame rate f 2  is at 30 frames per second. The times t 0 , t 1 , and t 2  can be represented by any times. In one embodiment, the time t 0  is equal to time at 0 seconds; the time t 1  is equal to time at 1 second relative to the time t 0 ; and the time t 2  is equal to time at 2 seconds relative to the time t 0 . In this embodiment, the segment  610  lasts for 1 second and plays at a frame rate of 14 frames per second. Further, the segment  630  lasts for 1 second and plays at a frame rate of 30 frames per second.  
      In one embodiment, the segment  610  is represented by displaying a thousand analog wall clocks with a second hand rotating around each of the clock faces in real time. In this embodiment, the thousand wall clocks are shown with their second hands displayed at 14 frames per second. For example, the second hands need to keep real time. Within the segment  610  (which lasts for 1 second), the second hands will rotate in a clock-wise direction for the distance of 1 second. Within this one second movement, the second hands are displayed with 14 frames between the initial second (t 0 ) and the terminal second (t 1 ). Further, the movement of the second hands over the 1 second time period is equally split among the 14 frames in one embodiment. For example, the second hand is displayed at {fraction (1/14)} of a second intervals given the frame rate is 14 frames per second.  
      In one embodiment, the segment  630  is represented by displaying a single analog wall clock with a second hand rotating around the clock face in real time. In this embodiment, the single wall clock is shown with its second hand displayed at 30 frames per second. For example, the second hand needs to keep real time. Within the segment  610  (which lasts for 1 second), the second hand will rotate in a clock-wise direction for the distance of 1 second. Within this one second movement, the second hand is displayed with 30 frames between the initial second (t 1 ) and the terminal second (t 2 ). Further, the movement of the second hand over the 1 second time period is equally split among the 30 frames in one embodiment. For example, the second hand is displayed at {fraction (1/30)} of a second intervals given the frame rate is 30 frames per second.  
      In operation, the system  400  selects the frame rate f 1  for the segment  610  based on the hardware, operating system, and complexity of the content as shown in the Blocks  510 ,  520 , and  530  ( FIG. 5 ). Further, as the complexity of the content becomes less complicated with the segment  630  (having only one wall clock instead of a thousand wall clocks), the frame rate f 2  is utilized which is higher than the frame rate f 1 .  
      In another embodiment, if the frame rate is 20 seconds per frame, then the second hand of the analog clock would be displayed at the 12 o&#39;clock, 4 o&#39;clock, 8 o&#39;clock positions without being displayed in between those points. Further, the second hand would correspond with real time by remaining in each of the 12 o&#39;clock, 4 o&#39;clock, 8 o&#39;clock positions for 20 seconds prior to being moved.  
      By dynamically adjusting the frame rate for the authored Blendo content prior to the content being played allows the frame rate to be set for the specific parameters of the hardware, operating system, and/or complexity of the content. Further, the frame rate is continually adjusted while playing the content after being initially set based on the complexity of the content. By initially setting the frame rate and continually adjusting the frame rate while the content is playing, the frames that comprise the segments  610  and  630  are shown without unexpectedly and intermittently dropping frames. For example, the visual representation of the segments  610  and  630  are shown through frames that are equally spaced based on the time between each respective frame rate.  
      In one embodiment, the authored Blendo content does not have a specific frame rate associated with the content prior to being played. The specific frame rate is determined and applied as the content is being played. In another embodiment, the author of the content is able to specify a suggested frame rate for the entire piece of content or specify different frame rates for different segments of the piece of content. However, the frame rate utilized as the content is being played is ultimately determined by the hardware and operating system of the device that displays the content.  
      The foregoing descriptions of specific embodiments of the invention have been presented for purposes of illustration and description. The invention may be applied to a variety of other applications.  
      They are not intended to be exhaustive or to limit the invention to the precise embodiments disclosed, and naturally many modifications and variations are possible in light of the above teaching. The embodiments were chosen and described in order to explain the principles of the invention and its practical application, to thereby enable others skilled in the art to best utilize the invention and various embodiments with various modifications as are suited to the particular use contemplated. It is intended that the scope of the invention be defined by the claims appended hereto and their equivalents.