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Unit 7: Graphics and Multimedia



            Hypertext languages are not graphics file formats, like the GIF or DXF formats. Instead, they are   Notes
            programming languages, like PostScript or C. As such, they are specifically designed for serial
            data stream transmission. That is, you can start decoding a stream of hypertext information as
            you receive the data. You need not wait for the entire hypertext document to be downloaded
            before viewing it.
            The term hypermedia refers to the marriage of hypertext and multimedia. Modern hypertext
            languages and network protocols support a wide variety of media, including text and fonts, still
            and animated graphics, audio, video, and 3D data. Hypertext allows the creation of a structure
            that enables multimedia data to be organized, displayed, and interactively navigated through
            by a computer user.
            Hypertext and hypermedia systems, such as the World Wide Web, contain millions of information
            resources stored in the form of GIF, JPEG, PostScript, MPEG, and AVI files. Many other formats
            are used as well.
            7.3.10 3D Formats

            Three-dimensional data files store descriptions of the shape and color of 3D models of imaginary
            and real-world objects. 3D models are typically constructed of polygons and smooth surfaces,
            combined with descriptions of related elements, such as color, texture, reflections, and so on, that
            a rendering application can use to reconstruct the object. Models are placed in scenes with lights
            and cameras, so objects in 3D files are often called scene elements.

            Rendering applications that can use 3D data are generally modeling and animation programs,
            such as NewTek’s Lightwave and Autodesk’s 3D Studio. They provide the ability to adjust the
            appearance of the rendered image through changes and additions to the lighting, textures applied
            to scene elements, and the relative positions of scene elements. In addition, they allow the user
            to animate, or assign motions to, scene elements. The application then creates a series of bitmap
            files, or frames, that taken in sequence can be assembled into a movie.

            It’s important to understand that vector data historically has been 2D in nature. That is, the creator
            application with which the data originated made no attempt to simulate 3D display through the
            application of perspective. Examples of vector data include CAD drawings and most clip art
            designed to be used in desktop publishing applications. There is a certain amount of confusion in
            the market about what constitutes 3D rendering. This is complicated by the fact that 3D data is now
            supported by a number of formats that previously stored only 2D vector data. An example of this
            is Autodesk’s DXF format. Formats like DXF are sometimes referred to as extended vector formats.
            7.3.11 Virtual Reality Modeling Language (VRML) Formats

            VRML (pronounced “vermel”) may be thought of as a hybrid of 3D graphics and HTML. VRML
            v1.0 is essentially a subset of the Silicon Graphics Inventor file format and adds to it support for
            linking to Uniform Resource Locators URLs in the World Wide Web.
            VRML encodes 3D data in a format suitable for exchange across the Internet using the Hypertext
            Transfer Protocol (HTTP). VRML data received from a Web server is displayed on a Web browser
            that supports VRML language interpretation. We expect that VRML-based 3D graphics will soon
            be very common on the World Wide Web.
            This book does not contain an in-depth discussion of VRML for some of the same reasons that we
            do not provide detailed descriptions of hypertext, hypermedia, and 3D formats.
            7.3.12 Audio Formats

            Audio is typically stored on magnetic tape as analog data. For audio data to be stored on media
            such as a CD-ROM or hard disk, it must first be encoded using a digital sampling process similar




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