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ANIMATION
AISWARYA M NAIR
S2 MSc CS
Roll no - 2
ANIMATION
• Animation is a method in which pictures are manipulated to appear as
moving images.
• Animation means giving life to any object in computer graphics.
• It is possible because of a biological phenomenon known as persistence
of vision And The psychological phenomenon called phi .
• A series of images that are changed very slightly and very rapidly, one
after the other, seem like continuous motion .
• Animation can be used in many areas like entertainment, computer aided-
design, scientific visualization, training, education, e-commerce, and
computer art.
TYPES OF ANIMATION
• Traditional animation
• 2D Vector-based animation
• 3D computer animation
• Motion graphics
• Stop motion
TRADITIONAL ANIMATION
 Also referred as classical (traditional) animation, cel animation, or
handdrawn animation, is the oldest and historically the most popular
form of animation.
 In a traditionally-animated cartoon, each frame is drawn by hand.
 Sequential drawings screened quickly one after another create the
illusion of movement.
2D ANIMATION
(VECTOR BASED)
o 2D animation focuses on creating characters, storyboards, and
backgrounds.
o In 2D Animation, All the process and actions depends on X-axis
and Y-axis.
o Vector-based animations, meaning computer generated 2D
animations, uses the exact same techniques as traditional
animation.
o 2D animation uses bitmap and vector graphics to create and
edit the animated images and is created using computers and
software programs, such as Adobe Photoshop, Flash, After
Effects, and Encore.
3D ANIMATION
 Animating objects that appear in a three-dimensional space.
 They can be rotated and moved like real objects.
 3D animation is at the heart of games and virtual reality, but it
may also be used in presentation graphics to add flair to the
visuals.
 Basically, 3D Animation have three main sections,
•1- Layouts - Layout process is used to positioning any objects.
•2- Modeling - It is a process of generating the 3D objects.
•3- Rendering - It is the output of completed 3D Animation.
MOTION GRAPHICS
 It’s the art of creation of moving graphic elements or texts,
usually for commercial or promotional purposes.
 Motion Graphics usually involves animating images, texts or
video clips using key framing that are tweened to make a
smooth motion between frames.
 The process of creating Motion Graphics depends on the
programs used.
 animated logos, explainer videos, app commercials,
television promos or even film opening titles.
STOP MOTION
 Stop Motion Animation (stop frame animation) is a technique used
in animation to bring static objects to life on screen.
 It is captured one frame at time, with physical objects that are
moved between frames. When you play back the sequence of
images rapidly, it creates the illusion of movement.
 The basic process of animation involves taking a photograph of
your objects or characters, moving them slightly, and taking
another photograph. When you play back the images consecutively,
the objects or characters appear to move on their own.
 Clay figures, puppets and miniatures are often used in stop motion
animation as they can be handled and repositioned easily.
DIFFERENT TYPES OF STOP MOTION
ANIMATION
 Cutout animation
 Claymation animation
 Model animation (like the classic King-Kong)
 Object animation
 Puppet animation
 Graphic animation
PRINCIPLES OF ANIMATION
Disney's Twelve Basic Principles of Animation were
introduced by the Disney animators Ollie Johnston
and Frank Thomas in their 1981
book The Illusion of Life: Disney Animation.
The main purpose of the principles was to produce
an illusion of characters and dealt with more abstract
issues, such as emotional timing and character appeal.
PRINCIPLES OF ANIMATION
1. Squash and Stretch
2. Anticipation
3. Staging
4. Straight ahead action and pose to pose
5. Follow through and overlapping action
6. Slow in and out
7. Arc
8. Secondary action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
SQUASH AND STRETCH
 the purpose of which is to give a sense of weight, momentum, speed, mass and
flexibility to drawn objects.
 An object's volume does not change when squashed or stretched.
 More squash and stretch more softer the object.
 if the length of a ball is stretched vertically, its width (in 3D also its depth)
needs to contract correspondingly horizontally.
 It can be applied to simple objects, like a
bouncing ball, or more complex constructions,
like the musculature of
a human face.
ANTICIPATION
 An anticipation pose or drawing is a preparation for the main action
of an animated scene.
 Prepare for next action to make it more realistic.
 The technique can also be used for less physical actions,
such as a character looking off-screen to anticipate
someone's arrival, or attention focusing on an object that
a character is about to pick up.
 It helps communicate actions with audience.
STAGING
 Its purpose is to direct the audience's attention
 Make sure that viewers knows where to look at
by using
• Camera
• Light
• Direction etc
 Help easily understand the ideas.
STRAIGHT AHEAD
ACTION AND POSE-
TO-POSE ACTION
 Straight Ahead Action in hand drawn animation is when the animator starts at the first
drawing in a scene and then draws all of the subsequent frames until he reaches the end of
the scene.
 Pose-to-Pose Action draws a sequence of poses, i.e., the initial, some in-between, and the
final poses and then draws all the in-between frames. This is used when the scene requires
more thought and the poses and timing are important.
FOLLOW
THROUGH AND
OVERLAPPING
ACTION
1. Follow Through
 Termination part of an action.
An example is in throwing a ball - the hand continues to
move after the ball is released.
2. Overlapping Action
Starting a second action before the first has completed.
This keeps the interest of the viewer, since there is no
dead time between actions
SLOW IN AND SLOW OUT
q More pictures are drawn near
the beginning and end of an action,
creating a slow in and slow out effect in
order to achieve more realistic movements.
This concept emphasizes the object's
extreme poses.
q The movement of objects in the real world,
such as the human body, animals, vehicles,
etc. need time to accelerate and
slow down.
ARC  Visual path of action for natural
movement.
 Makes animation much smoother and
less stiff than a straight line'
 Nearly every movement follows a
slightly circular path. If not movement
would be mechanical and stiff. So in
animations the movement is designed
along arcs.
 The arcs can be drawn in with key
frames so that the movement can be
guided along to create a more
naturalistic feel.
 If inbetweens do not follow the arc
that the key frames are on, it will ‘kill’
the essence of the movement.
SECONDARY ACTION
 Adding secondary actions to the main action gives a scene more life,
and can help to support the main action.
 It can express the personality and expressions.
 It without taking the attention away from main action.
 In this imagine below, the secondary action is the squirrel's tail flicking.
TIMING
 Timing refers to the number of
drawings or frames for a given action,
which translates to the speed of the
action on film.
 Timing is critical for establishing a
characters mood, emotion and
reaction.
 Gives meaning to movement.
 a light weight object react faster than
a heavily weighted.
 Timing is critical for establishing a
character's mood, emotion, and
reaction.
 It can also be a device to
communicate aspects of a
character's personality
EXAGGERATION
ü Making it noticeable the essence of an idea
via the design and the action.
ü Needs to be used carefully.
ü Represent actions in a wilder more strange form.
ü It is the opposite of realism
ü if we were to animation a perfect imitation;
it could look static and dull.
SOLID DRAWING
 The principle of solid drawing means taking into
account forms in three-dimensional space, or
giving them volume and weight.
 The animator needs to be a skilled artist and has
to understand the basics of three-dimensional
shapes, anatomy, weight, balance, light and
shadow, etc.
 With Solid drawing you will able to draw figure
from any side, which will help in animating your
drawing.
APPEAL
 Make the character interesting to look at.
 The important thing is that the viewer feels the character is
real and interesting.
 There are several tricks for making a character connect
better with the audience; for likable characters a
symmetrical or particularly baby-like face tends to be
effective.
 A complicated or hard to read face will lack appeal or
'captivation' in the composition of the pose or character
design.
ANIMATION TECHNIQUES
Traditional Animation (frame by frame)
Keyframing
Procedural
Behavioral
Performance Based (Motion Capture)
Physically Based (Dynamics)
Rotoscoping
TRADITIONAL ANIMATION
(FRAME BY FRAME)
 All the frames in an animation had to be drawn by hand.
 Since each second of animation requires 24 frames (film)
 the amount of work required to create even the shortest of movies, can be
tremendous
KEYFRAMING
 In this technique a storyboard is laid out and then the artists draw the major frames of
the animation.
 These major frames are in which a lot of changes take place.
 They are the key points of animation. Later a bunch of artists draw in the frames in
between.
 This technique is, of course, very time and effort intensive to animate.
PROCEDURAL
 In a procedural animation, the objects are animated by a
procedure − a set of rules − not by keyframing.
 The animator specifies rules and initial conditions and runs
simulation.
 Rules are often based on physical rules of the real world
expressed by mathematical equations.
BEHAVIORAL
 In behavioral animation, an autonomous character determines its own actions,
at least to a certain extent.
 This gives the character some ability to improvise, and frees the animator from
the need to specify each detail of every character's motion.
PERFORMANCE BASED
(MOTION CAPTURE)
 Another technique is Motion Capture, in which magnetic or vision-based sensors record
the actions of a human or animal object in three dimensions.
 A computer then uses these data to animate the object.
 This technology has enabled a number of famous athletes to supply the actions for
characters in sports video games.
 Motion capture is pretty popular with the animators mainly because some of the
commonplace human actions can be captured with relative ease.
 However, there can be serious discrepancies between the shapes or dimensions of the
subject and the graphical character and this may lead to problems of exact execution.
PHYSICALLY BASED (DYNAMICS)
 Unlike key framing and motion picture, simulation uses the laws of physics to
generate motion of figures and other objects.
 Virtual humans are usually represented as a collection of rigid body parts
ROTOSCOPING
 Rotoscoping is a technique where images are copied from a moving video into an
animation.
 The animator draws the motion and shape of the object by referring to the video as
opposed to imagining in his head.
 With the help of the rotoscoping one can animate some complex scenes that would
be hard to visualize otherwise.
 The disadvantage is that one will have to hunt for the exact video that one wants to
animate.
FILE FORMATS
A file format is a standard way that information is encoded for storage in a computer file.
A File extension sometimes called a file suffix of a filename extension.
Different types of file formats are
• image file format
• audio file format
• video file format
• text file format
GRAPHICS FILE FORMATS
Raster
dot matrix data structure that represents a
generally rectangular grid of pixels ,
viewable via a monitor, paper, or other
display medium.
 Jpeg
 Png
 Tiff
 Gif
Vector
defined in terms of 2D points, which
are connected by lines and curves to
form polygons and other shapes.
 Pdf
 Eps
 Svg
JPEG
• Jpeg stands for Joint Photographic Experts
Group.
• Jpeg is a commonly used method of
compression for digital images .
• The original JPE Group was organized in 1986.
• issuing the first JPEG standard in 1992.
• Also the most common format saved by digital
cameras.
• Support 24-bit colors.
• Extension is .jpg or .jpeg
.
PNG
• Png stands for Portable Network Graphics.
• Png is also used of compression.
• Creating the PNG format was in early 1995.
• Png supports transparency.
• Support 24-bit colors.but not support by all browsers.
• Extension is .png
TIFF
• Tiff stands for Tag Image
File Format.
• The first version of the
TIFF specification was
published by Aldus
Corporation in 1986.
• TIFF is a flexible,
adaptable file format for
handling images and data
within a single file.
• TIFF file can be edited and
re-saved without losing
image quality.
GIF
 Gif stands for Graphic
Interchange Format.
 Gif is a file extension for
animated raster graphics file.
 Gif is the second most common
image format used on the World
Wide Web after JPEG.
 Introduced GIF on June 15, 1987.
 GIFs can be used for small
animations and low-resolution
film clips.
 GIFs may be used to store low-
color data for games.
 Support 8-bit colors
 Extension is .gif
PDF
 Pdf stands for Portable
Document Format.
 It encapsulate complete
description of a fixed-
layout flat document,
including the text, fonts,
graphics, and other
information needed to
display it.
 PDF was developed by
adobe in 1990s as a way to
share computer
documents, including text
formatting and inline
images.
• EPS stands for Encapsulated PostScript.
• They’re typically used by drawing applications
to describe how to produce images, drawings,
or layouts.
• EPS file can contain text as well as graphics.
• EPS is what early versions of the AI format
(Adobe Illustrator Artwork) was based on.
SVG
• Svg stands for Scalable Vector Graphics.
• is an XML-based vector image format for two-dimensional graphics
with support for interactivity and animation.
• The SVG specification is an open standard developed by the World
Wide Web Consortium (W3C) since 1999.
• SVG allows three types of graphic objects: vector graphic shapes such
as paths and outlines consisting of straight lines and curves, bitmap
images, and text.
AUDIO FILE FORMATS
File format which is used to store digital audio data.
This can be stored compressed, uncompressed, or reduce the file
size.
AAC,WAV,WMA etc are examples.
AAC
 Stands for advanced audio coding standard for lossy digital
audio compression.
 Designed to be the successor of the MP3 format
 AAC generally achieves better sound quality than MP3 at the same bit
rate.
WAV
 Waveform Audio File Format (WAVE, or more commonly known
as WAV )
 Microsoft and IBM audio file format standard for storing an audio
bitstream on PCs.
 It is the main format used on Microsoft Windows systems for raw
and typically uncompressed audio.
 The usual bitstream encoding is the linear pulse-code
modulation (LPCM) format.
WMA
 WMA is a file extension used with Windows Media
Player.
 WMA stands for Windows Media Audio.
 WMA is both an audio format and an audio codec.
 WMA was intended to be a competitor for the MP3 and
RealAudio audio formats.
VIDEO FILE FORMAT
 For storing digital video data on a computer system. Video is almost always
stored using lossy compression to reduce the file size.
 The coded video and audio inside a video file container (i.e. not headers, footers,
and metadata) is called the essence.
 A program (or hardware) which can decode compressed video or audio is called
a codec; playing or encoding a video file will sometimes require the user to install
a codec library corresponding to the type of video and audio coding used in the
file.
MOV
 A MOV file (quick time)is a common multimedia container
file format developed by Apple and compatible with both
Macintosh and Windows platforms.
 It may contain multiple tracks that store different types of media
data and is often used for saving movies and other video files.
 MOV files commonly use the MPEG-4 codec for compression.
 Extension is .mov or .qt
WMV
 Stands for Window media player
 Developed by Microsoft. It is part of the Windows
Media framework.
 WMV consists of three distinct codecs: The original
video compression technology known as WMV, was
originally designed for Internet streaming applications,
as a competitor to RealVideo. The other compression
technologies, WMV Screen and WMV Image, cater for
specialized content.
TEXT FILE FORMAT
 Files in a text file format are files in which the bytes
represent the text characters of a particular character set
using a specific system to relate the binary numbers in the
file to the text characters of the set.
 Include number of different formating strategies.
 Examples of text file formats are DOC,TXT,HTML,ZIP etc
DOC
 It is a filename extension for word
processing documents.
 Developed by Microsoft.
 This files contain special formatting codes that identify
how the text with look(bold, italic etc) as well as how the
page layout(margin).
 Extension is .doc
THANKYOU

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animation

  • 1. ANIMATION AISWARYA M NAIR S2 MSc CS Roll no - 2
  • 2. ANIMATION • Animation is a method in which pictures are manipulated to appear as moving images. • Animation means giving life to any object in computer graphics. • It is possible because of a biological phenomenon known as persistence of vision And The psychological phenomenon called phi . • A series of images that are changed very slightly and very rapidly, one after the other, seem like continuous motion . • Animation can be used in many areas like entertainment, computer aided- design, scientific visualization, training, education, e-commerce, and computer art.
  • 3. TYPES OF ANIMATION • Traditional animation • 2D Vector-based animation • 3D computer animation • Motion graphics • Stop motion
  • 4. TRADITIONAL ANIMATION  Also referred as classical (traditional) animation, cel animation, or handdrawn animation, is the oldest and historically the most popular form of animation.  In a traditionally-animated cartoon, each frame is drawn by hand.  Sequential drawings screened quickly one after another create the illusion of movement.
  • 5. 2D ANIMATION (VECTOR BASED) o 2D animation focuses on creating characters, storyboards, and backgrounds. o In 2D Animation, All the process and actions depends on X-axis and Y-axis. o Vector-based animations, meaning computer generated 2D animations, uses the exact same techniques as traditional animation. o 2D animation uses bitmap and vector graphics to create and edit the animated images and is created using computers and software programs, such as Adobe Photoshop, Flash, After Effects, and Encore.
  • 6. 3D ANIMATION  Animating objects that appear in a three-dimensional space.  They can be rotated and moved like real objects.  3D animation is at the heart of games and virtual reality, but it may also be used in presentation graphics to add flair to the visuals.  Basically, 3D Animation have three main sections, •1- Layouts - Layout process is used to positioning any objects. •2- Modeling - It is a process of generating the 3D objects. •3- Rendering - It is the output of completed 3D Animation.
  • 7. MOTION GRAPHICS  It’s the art of creation of moving graphic elements or texts, usually for commercial or promotional purposes.  Motion Graphics usually involves animating images, texts or video clips using key framing that are tweened to make a smooth motion between frames.  The process of creating Motion Graphics depends on the programs used.  animated logos, explainer videos, app commercials, television promos or even film opening titles.
  • 8. STOP MOTION  Stop Motion Animation (stop frame animation) is a technique used in animation to bring static objects to life on screen.  It is captured one frame at time, with physical objects that are moved between frames. When you play back the sequence of images rapidly, it creates the illusion of movement.  The basic process of animation involves taking a photograph of your objects or characters, moving them slightly, and taking another photograph. When you play back the images consecutively, the objects or characters appear to move on their own.  Clay figures, puppets and miniatures are often used in stop motion animation as they can be handled and repositioned easily.
  • 9. DIFFERENT TYPES OF STOP MOTION ANIMATION  Cutout animation  Claymation animation  Model animation (like the classic King-Kong)  Object animation  Puppet animation  Graphic animation
  • 10. PRINCIPLES OF ANIMATION Disney's Twelve Basic Principles of Animation were introduced by the Disney animators Ollie Johnston and Frank Thomas in their 1981 book The Illusion of Life: Disney Animation. The main purpose of the principles was to produce an illusion of characters and dealt with more abstract issues, such as emotional timing and character appeal.
  • 11. PRINCIPLES OF ANIMATION 1. Squash and Stretch 2. Anticipation 3. Staging 4. Straight ahead action and pose to pose 5. Follow through and overlapping action 6. Slow in and out 7. Arc 8. Secondary action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal
  • 12. SQUASH AND STRETCH  the purpose of which is to give a sense of weight, momentum, speed, mass and flexibility to drawn objects.  An object's volume does not change when squashed or stretched.  More squash and stretch more softer the object.  if the length of a ball is stretched vertically, its width (in 3D also its depth) needs to contract correspondingly horizontally.  It can be applied to simple objects, like a bouncing ball, or more complex constructions, like the musculature of a human face.
  • 13. ANTICIPATION  An anticipation pose or drawing is a preparation for the main action of an animated scene.  Prepare for next action to make it more realistic.  The technique can also be used for less physical actions, such as a character looking off-screen to anticipate someone's arrival, or attention focusing on an object that a character is about to pick up.  It helps communicate actions with audience.
  • 14. STAGING  Its purpose is to direct the audience's attention  Make sure that viewers knows where to look at by using • Camera • Light • Direction etc  Help easily understand the ideas.
  • 15. STRAIGHT AHEAD ACTION AND POSE- TO-POSE ACTION  Straight Ahead Action in hand drawn animation is when the animator starts at the first drawing in a scene and then draws all of the subsequent frames until he reaches the end of the scene.  Pose-to-Pose Action draws a sequence of poses, i.e., the initial, some in-between, and the final poses and then draws all the in-between frames. This is used when the scene requires more thought and the poses and timing are important.
  • 16. FOLLOW THROUGH AND OVERLAPPING ACTION 1. Follow Through  Termination part of an action. An example is in throwing a ball - the hand continues to move after the ball is released. 2. Overlapping Action Starting a second action before the first has completed. This keeps the interest of the viewer, since there is no dead time between actions
  • 17. SLOW IN AND SLOW OUT q More pictures are drawn near the beginning and end of an action, creating a slow in and slow out effect in order to achieve more realistic movements. This concept emphasizes the object's extreme poses. q The movement of objects in the real world, such as the human body, animals, vehicles, etc. need time to accelerate and slow down.
  • 18. ARC  Visual path of action for natural movement.  Makes animation much smoother and less stiff than a straight line'  Nearly every movement follows a slightly circular path. If not movement would be mechanical and stiff. So in animations the movement is designed along arcs.  The arcs can be drawn in with key frames so that the movement can be guided along to create a more naturalistic feel.  If inbetweens do not follow the arc that the key frames are on, it will ‘kill’ the essence of the movement.
  • 19. SECONDARY ACTION  Adding secondary actions to the main action gives a scene more life, and can help to support the main action.  It can express the personality and expressions.  It without taking the attention away from main action.  In this imagine below, the secondary action is the squirrel's tail flicking.
  • 20. TIMING  Timing refers to the number of drawings or frames for a given action, which translates to the speed of the action on film.  Timing is critical for establishing a characters mood, emotion and reaction.  Gives meaning to movement.  a light weight object react faster than a heavily weighted.  Timing is critical for establishing a character's mood, emotion, and reaction.  It can also be a device to communicate aspects of a character's personality
  • 21. EXAGGERATION ü Making it noticeable the essence of an idea via the design and the action. ü Needs to be used carefully. ü Represent actions in a wilder more strange form. ü It is the opposite of realism ü if we were to animation a perfect imitation; it could look static and dull.
  • 22. SOLID DRAWING  The principle of solid drawing means taking into account forms in three-dimensional space, or giving them volume and weight.  The animator needs to be a skilled artist and has to understand the basics of three-dimensional shapes, anatomy, weight, balance, light and shadow, etc.  With Solid drawing you will able to draw figure from any side, which will help in animating your drawing.
  • 23. APPEAL  Make the character interesting to look at.  The important thing is that the viewer feels the character is real and interesting.  There are several tricks for making a character connect better with the audience; for likable characters a symmetrical or particularly baby-like face tends to be effective.  A complicated or hard to read face will lack appeal or 'captivation' in the composition of the pose or character design.
  • 24. ANIMATION TECHNIQUES Traditional Animation (frame by frame) Keyframing Procedural Behavioral Performance Based (Motion Capture) Physically Based (Dynamics) Rotoscoping
  • 25. TRADITIONAL ANIMATION (FRAME BY FRAME)  All the frames in an animation had to be drawn by hand.  Since each second of animation requires 24 frames (film)  the amount of work required to create even the shortest of movies, can be tremendous
  • 26. KEYFRAMING  In this technique a storyboard is laid out and then the artists draw the major frames of the animation.  These major frames are in which a lot of changes take place.  They are the key points of animation. Later a bunch of artists draw in the frames in between.  This technique is, of course, very time and effort intensive to animate.
  • 27. PROCEDURAL  In a procedural animation, the objects are animated by a procedure − a set of rules − not by keyframing.  The animator specifies rules and initial conditions and runs simulation.  Rules are often based on physical rules of the real world expressed by mathematical equations.
  • 28. BEHAVIORAL  In behavioral animation, an autonomous character determines its own actions, at least to a certain extent.  This gives the character some ability to improvise, and frees the animator from the need to specify each detail of every character's motion.
  • 29. PERFORMANCE BASED (MOTION CAPTURE)  Another technique is Motion Capture, in which magnetic or vision-based sensors record the actions of a human or animal object in three dimensions.  A computer then uses these data to animate the object.  This technology has enabled a number of famous athletes to supply the actions for characters in sports video games.  Motion capture is pretty popular with the animators mainly because some of the commonplace human actions can be captured with relative ease.  However, there can be serious discrepancies between the shapes or dimensions of the subject and the graphical character and this may lead to problems of exact execution.
  • 30. PHYSICALLY BASED (DYNAMICS)  Unlike key framing and motion picture, simulation uses the laws of physics to generate motion of figures and other objects.  Virtual humans are usually represented as a collection of rigid body parts
  • 31. ROTOSCOPING  Rotoscoping is a technique where images are copied from a moving video into an animation.  The animator draws the motion and shape of the object by referring to the video as opposed to imagining in his head.  With the help of the rotoscoping one can animate some complex scenes that would be hard to visualize otherwise.  The disadvantage is that one will have to hunt for the exact video that one wants to animate.
  • 32. FILE FORMATS A file format is a standard way that information is encoded for storage in a computer file. A File extension sometimes called a file suffix of a filename extension. Different types of file formats are • image file format • audio file format • video file format • text file format
  • 33. GRAPHICS FILE FORMATS Raster dot matrix data structure that represents a generally rectangular grid of pixels , viewable via a monitor, paper, or other display medium.  Jpeg  Png  Tiff  Gif Vector defined in terms of 2D points, which are connected by lines and curves to form polygons and other shapes.  Pdf  Eps  Svg
  • 34. JPEG • Jpeg stands for Joint Photographic Experts Group. • Jpeg is a commonly used method of compression for digital images . • The original JPE Group was organized in 1986. • issuing the first JPEG standard in 1992. • Also the most common format saved by digital cameras. • Support 24-bit colors. • Extension is .jpg or .jpeg .
  • 35. PNG • Png stands for Portable Network Graphics. • Png is also used of compression. • Creating the PNG format was in early 1995. • Png supports transparency. • Support 24-bit colors.but not support by all browsers. • Extension is .png
  • 36. TIFF • Tiff stands for Tag Image File Format. • The first version of the TIFF specification was published by Aldus Corporation in 1986. • TIFF is a flexible, adaptable file format for handling images and data within a single file. • TIFF file can be edited and re-saved without losing image quality.
  • 37. GIF  Gif stands for Graphic Interchange Format.  Gif is a file extension for animated raster graphics file.  Gif is the second most common image format used on the World Wide Web after JPEG.  Introduced GIF on June 15, 1987.  GIFs can be used for small animations and low-resolution film clips.  GIFs may be used to store low- color data for games.  Support 8-bit colors  Extension is .gif
  • 38. PDF  Pdf stands for Portable Document Format.  It encapsulate complete description of a fixed- layout flat document, including the text, fonts, graphics, and other information needed to display it.  PDF was developed by adobe in 1990s as a way to share computer documents, including text formatting and inline images.
  • 39. • EPS stands for Encapsulated PostScript. • They’re typically used by drawing applications to describe how to produce images, drawings, or layouts. • EPS file can contain text as well as graphics. • EPS is what early versions of the AI format (Adobe Illustrator Artwork) was based on.
  • 40. SVG • Svg stands for Scalable Vector Graphics. • is an XML-based vector image format for two-dimensional graphics with support for interactivity and animation. • The SVG specification is an open standard developed by the World Wide Web Consortium (W3C) since 1999. • SVG allows three types of graphic objects: vector graphic shapes such as paths and outlines consisting of straight lines and curves, bitmap images, and text.
  • 41. AUDIO FILE FORMATS File format which is used to store digital audio data. This can be stored compressed, uncompressed, or reduce the file size. AAC,WAV,WMA etc are examples.
  • 42. AAC  Stands for advanced audio coding standard for lossy digital audio compression.  Designed to be the successor of the MP3 format  AAC generally achieves better sound quality than MP3 at the same bit rate.
  • 43. WAV  Waveform Audio File Format (WAVE, or more commonly known as WAV )  Microsoft and IBM audio file format standard for storing an audio bitstream on PCs.  It is the main format used on Microsoft Windows systems for raw and typically uncompressed audio.  The usual bitstream encoding is the linear pulse-code modulation (LPCM) format.
  • 44. WMA  WMA is a file extension used with Windows Media Player.  WMA stands for Windows Media Audio.  WMA is both an audio format and an audio codec.  WMA was intended to be a competitor for the MP3 and RealAudio audio formats.
  • 45. VIDEO FILE FORMAT  For storing digital video data on a computer system. Video is almost always stored using lossy compression to reduce the file size.  The coded video and audio inside a video file container (i.e. not headers, footers, and metadata) is called the essence.  A program (or hardware) which can decode compressed video or audio is called a codec; playing or encoding a video file will sometimes require the user to install a codec library corresponding to the type of video and audio coding used in the file.
  • 46. MOV  A MOV file (quick time)is a common multimedia container file format developed by Apple and compatible with both Macintosh and Windows platforms.  It may contain multiple tracks that store different types of media data and is often used for saving movies and other video files.  MOV files commonly use the MPEG-4 codec for compression.  Extension is .mov or .qt
  • 47. WMV  Stands for Window media player  Developed by Microsoft. It is part of the Windows Media framework.  WMV consists of three distinct codecs: The original video compression technology known as WMV, was originally designed for Internet streaming applications, as a competitor to RealVideo. The other compression technologies, WMV Screen and WMV Image, cater for specialized content.
  • 48. TEXT FILE FORMAT  Files in a text file format are files in which the bytes represent the text characters of a particular character set using a specific system to relate the binary numbers in the file to the text characters of the set.  Include number of different formating strategies.  Examples of text file formats are DOC,TXT,HTML,ZIP etc
  • 49. DOC  It is a filename extension for word processing documents.  Developed by Microsoft.  This files contain special formatting codes that identify how the text with look(bold, italic etc) as well as how the page layout(margin).  Extension is .doc