In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene.
Originally sprites referred to independent objects that are composited together, by hardware, with other elements such as a background. This occurs as each scan line is prepared for the video output device, such as a CRT, without involvement of the main CPU and without the need for a full-screen frame buffer. Sprites can be positioned or altered by setting attributes used during the hardware composition process. Examples of systems with hardware sprites include the Atari 8-bit family, Commodore 64, Nintendo Entertainment System, Sega Genesis, and many coin-operated arcade machines of the 1980s.
Use of the term sprite has expanded to refer to any two-dimensional bitmap used as part of a graphics display, even if drawn into a frame buffer (by either software or a GPU) instead of being composited on-the-fly at display time.
The act of creating sprites is a form of pixel art. It is sometimes referred to as spriting, especially in the hobbyist community.
The use of sprites originated with arcade games. The first video game to represent player characters as human player images was Taito's Basketball, which was licensed in February 1974 to Midway, releasing it as TV Basketball in North America.
Signetics devised the first video/graphics processors capable of generating sprite graphics for home systems. The Signetics 2636 video processors were first used in the 1976 Radofin 1292 Advanced Programmable Video System.