Introduction to Scalable Vector Graphics
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Author Graphics Guide (PDF)
Annual Reviews Graphics Guide 1. Keep figures editable If you are creating your figures from scratch: Annual Reviews has a team of Illustration Editors who work with your figures • Send the original, editable/vector format using Adobe Illustrator to ensure accuracy and consistency, provide graphical wherever possible (for graphs, diagrams, etc.). enhancements, and apply our house style. During this process, we may change Avoid creating line- or text-heavy diagrams in font, type size, colors, layout, figure size, and information hierarchy, and we may raster programs such as Photoshop. redraw certain elements. • Keep text/lines on separate layers from any Therefore, while we prefer that figures be as close to final as possible when you photo, or send one version of the image with send them, please make sure the files are not flattened* or uneditable. labels and one without. Suggested: place the photo in Illustrator or PowerPoint, then add NOTE: many other journals require print-ready, flattened files; our requirement text/lines; send us the original .AI or .PPT file. for editable files is quite different, due to the figure enhancement and editing we provide. • Make sure all photos you start with are high resolution (300 dpi at desired final size). Examples of desired figure attributes: Knob K If you are using previously published figures: Mauer’s Editable, vector clefts lines, shapes, MCs and arrows • The low-resolution figures found in online Parasite journals are usually not adequate for our plasma PPM membrane press-quality publication. Contact the author or PVM Text is live and publisher for high-resolution, editable files. -
Using Typography and Iconography to Express Emotion
Using typography and iconography to express emotion (or meaning) in motion graphics as a learning tool for ESL (English as a second language) in a multi-device platform. A thesis submitted to the School of Visual Communication Design, College of Communication and Information of Kent State University in partial fulfillment of the requirements for the degree of Master of Fine Arts by Anthony J. Ezzo May, 2016 Thesis written by Anthony J. Ezzo B.F.A. University of Akron, 1998 M.F.A., Kent State University, 2016 Approved by Gretchen Caldwell Rinnert, M.G.D., Advisor Jaime Kennedy, M.F.A., Director, School of Visual Communication Design Amy Reynolds, Ph.D., Dean, College of Communication and Information TABLE OF CONTENTS TABLE OF CONTENTS .................................................................................... iii LIST OF FIGURES ............................................................................................ v LIST OF TABLES .............................................................................................. v ACKNOWLEDGEMENTS ................................................................................ vi CHAPTER 1. THE PROBLEM .......................................................................................... 1 Thesis ..................................................................................................... 6 2. BACKGROUND AND CONTEXT ............................................................. 7 Understanding The Ell Process .............................................................. -
3D Graphics Fundamentals
11BegGameDev.qxd 9/20/04 5:20 PM Page 211 chapter 11 3D Graphics Fundamentals his chapter covers the basics of 3D graphics. You will learn the basic concepts so that you are at least aware of the key points in 3D programming. However, this Tchapter will not go into great detail on 3D mathematics or graphics theory, which are far too advanced for this book. What you will learn instead is the practical implemen- tation of 3D in order to write simple 3D games. You will get just exactly what you need to 211 11BegGameDev.qxd 9/20/04 5:20 PM Page 212 212 Chapter 11 ■ 3D Graphics Fundamentals write a simple 3D game without getting bogged down in theory. If you have questions about how matrix math works and about how 3D rendering is done, you might want to use this chapter as a starting point and then go on and read a book such as Beginning Direct3D Game Programming,by Wolfgang Engel (Course PTR). The goal of this chapter is to provide you with a set of reusable functions that can be used to develop 3D games. Here is what you will learn in this chapter: ■ How to create and use vertices. ■ How to manipulate polygons. ■ How to create a textured polygon. ■ How to create a cube and rotate it. Introduction to 3D Programming It’s a foregone conclusion today that everyone has a 3D accelerated video card. Even the low-end budget video cards are equipped with a 3D graphics processing unit (GPU) that would be impressive were it not for all the competition in this market pushing out more and more polygons and new features every year. -
14. Using Your Own Images
Cricut Design Space User Manual 14. Using your own images D. Preparing artwork from CorelDRAW Cricut Design Space™ lets you upload most .jpg, .gif, .png, .bmp, .svg, and .dxf images and convert them into cuttable shapes. The tool doesn’t allow you to make modifications to the design itself, which is why working with CorelDRAW to prepare your files is effective. With CorelDRAW, you can use the full range of tools to create and modify your designs, and then upload them to Cricut Design Space. The two different types of images are Basic and Vector. CorelDRAW is primarily a vector program, which means it saves vector files like .svg and .dxf, but it can also save .jpg, .png, and .bmp files. Artwork created in CorelDRAW can be used to: (1) Print the image on your home printer and cut it out using your Cricut® machine with the Print then Cut feature. (2) Cut or draw the outline of the image. Page | 1 Cricut Design Space User Manual (3) Create cuttable shapes and images. Multilayer images will be separated into layers on the Canvas. Tip: Multilayer images can be flattened into a single layer in Cricut Design Space. Use the Flatten tool to turn any multilayer image into a single layer that can be used with Print then Cut. Page | 2 Cricut Design Space User Manual Preparing artwork The following steps use CorelDRAW X8. Although the screenshots will be different in older versions, the process is the same. Vector files .dxf and .svg Step 1 Create or modify an image using any of the CorelDRAW tools. -
Flood Insurance Rate Map (FIRM) Graphics Guidance
Guidance for Flood Risk Analysis and Mapping Flood Insurance Rate Map (FIRM) Graphics November 2019 Requirements for the Federal Emergency Management Agency (FEMA) Risk Mapping, Assessment, and Planning (Risk MAP) Program are specified separately by statute, regulation, or FEMA policy (primarily the Standards for Flood Risk Analysis and Mapping). This document provides guidance to support the requirements and recommends approaches for effective and efficient implementation. The guidance, context, and other information in this document is not required unless it is codified separately in the aforementioned statute, regulation, or policy. Alternate approaches that comply with all requirements are acceptable. For more information, please visit the FEMA Guidelines and Standards for Flood Risk Analysis and Mapping webpage (www.fema.gov/guidelines-and-standards-flood-risk-analysis-and- mapping). Copies of the Standards for Flood Risk Analysis and Mapping policy, related guidance, technical references, and other information about the guidelines and standards development process are all available here. You can also search directly by document title at www.fema.gov/library. FIRM Graphics November 2019 Guidance Document 6 Page i Document History Affected Section or Date Description Subsection This guidance has been revised to align various November descriptions and specifications to standard operating Sections 4.3 and 5.2 2019 procedures, including labeling of structures and application of floodway and special floodway notes. FIRM Graphics November -
DHTML Effects in HTML Generated from DITA
DHTML Effects in HTML Generated from DITA XML to PDF by RenderX XEP XSL-FO Formatter, visit us at http://www.renderx.com/ 2 | OpenTopic | TOC Contents DHTML Effects in HTML Generated from DITA............................................................3 XML to PDF by RenderX XEP XSL-FO Formatter, visit us at http://www.renderx.com/ OpenTopic | DHTML Effects in HTML Generated from DITA | 3 DHTML Effects in HTML Generated from DITA This topic describes an approach to creating expanding text and other DHTML effects in HTML-based output generated from DITA content. It is common for Help systems to use layering techniques to limit the amount of information presented to the reader. The reader chooses to view the information by clicking on a link. Most layering techniques, including expanding text, dropdown text and popup text, are implemented using Dynamic HTML. Overview The DITA Open Toolkit HTML transformations do not provide for layering effects. However, some changes to the XSL-T files, and the use of outputclassmetadata in the DITA topic content, along with some judicious use of JavaScript and CSS, can deliver these layering effects. Authoring Example In the following example illustrating the technique, a note element is to output as dropdown text, where the note label is used to toggle the display of the note text. The note element is simply marked up with an outputclass distinct attribute value (in this case, hw_expansion). < note outputclass="hw_expansion" type="note">Text of the note</note> Without any modification, the DITA OT will transform the note element to a paragraph element with a CSS class of the outputclass value. -
Understanding Image Formats and When to Use Them
Understanding Image Formats And When to Use Them Are you familiar with the extensions after your images? There are so many image formats that it’s so easy to get confused! File extensions like .jpeg, .bmp, .gif, and more can be seen after an image’s file name. Most of us disregard it, thinking there is no significance regarding these image formats. These are all different and not cross‐ compatible. These image formats have their own pros and cons. They were created for specific, yet different purposes. What’s the difference, and when is each format appropriate to use? Every graphic you see online is an image file. Most everything you see printed on paper, plastic or a t‐shirt came from an image file. These files come in a variety of formats, and each is optimized for a specific use. Using the right type for the right job means your design will come out picture perfect and just how you intended. The wrong format could mean a bad print or a poor web image, a giant download or a missing graphic in an email Most image files fit into one of two general categories—raster files and vector files—and each category has its own specific uses. This breakdown isn’t perfect. For example, certain formats can actually contain elements of both types. But this is a good place to start when thinking about which format to use for your projects. Raster Images Raster images are made up of a set grid of dots called pixels where each pixel is assigned a color. -
Minnesota State Archives Preferred File Formats
Minnesota State Archives Preferred File Formats This document outlines file formats preferred by the Minnesota State Archives for digital preservation. This list is not intended to be a comprehensive list of what is accepted, but to provide guidance where multiple formats are possible to transfer to the archives. At the end of this document, you can also find some best practices when preparing files for transfer to the state archives. File Formats by Content Type ● Text ○ PDF/A ○ PDF ○ TXT ○ RTF ○ DOC or DOCX ● Spreadsheets ○ CSV ○ XLS or XLSX ● Raster/Bitmap Images ○ TIFF ○ JPEG ○ PDF/A ○ PNG ○ DNG, RAW, or other ‘negative’ formats ○ JPEG2000 ● Vector Graphics ○ SVG ● Audio ○ BWF ○ WAV ○ Video ○ MP4 ○ MOV ○ AVI ○ Motion JPEG 2000 ● Web pages ○ WARC ○ HTML - for static/as-developed only ● Email ○ MBOX Minnesota State Archives, September 2016 (v.1) ○ MSG ● Presentations/Slideshows ○ PDF if possible ○ PPT or PPTX ● Database ○ CSV if possible, original format if not ● Containers ○ ZIP ● Other files ○ if they can be faithfully represented in PDF/A (secondarily, PDF), include the original format and PDF ○ sets of files, interdependent files, executable files, proprietary formats, other weird/complex files = provide in original format, zipped for download Best Practices for Preparing Files for Transfer Once you have negotiated the transfer of digital materials to the State Archives, the materials will then need to be prepared. The State Archives can offer guidance and assistance throughout this process, but these best practices are a useful place to start: ● Identify and remove as many duplicates as possible, whether they are identical digital copies or where both digital and paper copies exist ○ There are some free software tools available to help identify digital duplicates; talk to the State Archives staff for more information. -
Visualisation of Resource Flows Technical Report
Visualisation of Resource Flows Technical Report Jesper Karjalainen (jeska043) Erik Johansson (erijo926) Anders Kettisen (andke020) Tobias Nilsson (tobni908) Alexander Eriksson (aleer034) Contents 1. Introduction 1 1.1. Problem description . .1 1.2. Tools . .1 2. Background/Theory 1 2.1. Sphere models . .1 2.2. Vector Graphics . .2 2.3. Cubic Beziers . .2 2.4. Cartesian Mapping of Earth . .3 2.5. Lines in 3D . .3 2.6. Rendering Polygons . .4 2.6.1 Splitting polygons . .4 2.6.2 Tessellate polygons . .4 2.6.3 Filling Polygon by the Stencil Method . .5 2.7. Picking . .5 3. Method 5 3.1. File Loading . .5 3.2. Formatting new files . .6 3.3. Data Management . .6 3.4. Creating the sphere . .6 3.4.1 Defining the first vertices . .6 3.4.2 Making the sphere smooth . .7 3.5. Texturing a Sphere . .8 3.6. Generating Country Borders . .8 3.7. Drawing 3D lines . 10 3.8. Assigning widths to flow lines . 12 3.8.1 Linear scaling . 12 3.8.2 Logarithmic scaling . 12 3.9. Drawing Flow Lines . 12 3.10.Picking . 13 3.10.1 Picking on Simple Geometry . 13 3.10.2 Picking on Closed Polygon . 14 3.11.Rendering Polygons . 14 3.11.1 Concave Polygon Splitting into Convex Parts . 14 3.11.2 Filling by the Stencil Buffer Method . 16 3.12.Shader Animations . 16 3.12.1 2D-3D Transition Animation . 16 3.12.2 Flowline Directions . 17 3.13.User interface . 17 3.13.1 Connecting JavaScript and C++ . 17 3.13.2 Filling the drop-down lists with data . -
COMP 2145 Web Programming
South Central College COMP 2145 Web Programming Common Course Outline Course Information Description This course covers the popular server-side language PHP and Drupal, a popular CMS (Content Management System). It includes important language concepts such as data types, control statements, debugging techniques, the use of SQL (Standard Query Language). PHP will give the student experience with LAMP (Linux, Apache, MySQL, and PHP) . Prerequisites: COMP1140 - Web Development with a C or higher, or a working knowledge of HTML, CSS, and FTP. COMP1130 - Programming Fundamentals with a C or higher, or a working knowledge of at least one programming language. It is strongly recommended that you have a minimum typing speed of at least 35 wpm as well as a working knowledge of Microsoft Access (COMP1125). Instructional Associate Degree Level Total Credits 4.00 Total Hours 64.00 Types of Instruction Instruction Type Credits/Hours Online/lecture Pre/Corequisites C or better in COMP1140 C or better in COMP1130 or equivalent programming experience Course Competencies 1 Install and use PHP on a local server. Learning Objectives Describe Open Source software and why it is effective for improved software development. Draw a picture describing the relationship between client/server objects used by PHP and mySQL. Common Course Outline September, 2016 Install PHP and mySQL and an Apache web server. Write a simple test program using PHP on the local server (http://localhost/ ) Establish a working environment for PHP web page development. Use variables, constants, and environment variables in a PHP program. 2 Utilize HTML forms and PHP to get information from the user. -
Progressive Imagery with Scalable Vector Graphics -..:: VCG Rostock
Progressive imagery with scalable vector graphics Georg Fuchsa, Heidrun Schumanna, and Ren´eRosenbaumb aUniversity of Rostock, Institute for Computer Science, 18051 Rostock, Germany; bUC Davis, Institute of Data Analysis & Visualization, Davis, CA 95616 U.S.A. ABSTRACT Vector graphics can be scaled without loss of quality, making them suitable for mobile image communication where a given graphics must be typically represented in high quality for a wide range of screen resolutions. One problem is that file size increases rapidly as content becomes more detailed, which can reduce response times and efficiency in mobile settings. Analog issues for large raster imagery have been overcome using progressive refinement schemes. Similar ideas have already been applied to vector graphics, but an implementation that is compliant to a major and widely adopted standard is still missing. In this publication we show how to provide progressive refinement schemes based on the extendable Scalable Vector Graphics (SVG) standard. We propose two strategies: decomposition of the original SVG and incremental transmission using (1) several linked files and (2) element-wise streaming of a single file. The publication discusses how both strategies are employed in mobile image communication scenarios where the user can interactively define RoIs for prioritized image communication, and reports initial results we obtained from a prototypically implemented client/server setup. Keywords: Progression, Progressive refinement, Scalable Vector Graphics, SVG, Mobile image communication 1. INTRODUCTION Vector graphics use graphic primitives such as points, lines, curves, and polygons to represent image contents. As those primitives are defined by means of geometric coordinates that are independent of actual pixel resolutions, vector graphics can be scaled without loss of quality. -
AJAX and Jquery L Raw AJAX Handling in JS Is Very Tedious L Jquery Provides Flexible and Strong Support to Handle AJAX Interactions Through a Set of Jquery Functions
AJAX Asynchronous Design in Web Apps IT 4403 Advanced Web and Mobile Applications Jack G. Zheng Fall 2019 Topics l AJAX concepts and technical elements l AJAX implications and impacts l jQuery AJAX l Basic and shorthand methods l Error handling 2 AJAX l AJAX (Asynchronous JavaScript and XML) is a group of interrelated web development techniques used on the client-side to create interactive web applications. l Despite the name, the use of XML is not actually required, nor do the requests need to be asynchronous. 3 First Impression l https://www.google.com Use Chrome’s developer tools to view network communications while typing the search terms. A set of requests have been made to get JSON data from the server as I type in the search term box. Observe the “q” parameter in all URLs. 4 AJAX Model Difference With Ajax, web applications can communicate with servers in the background without a complete page loading after every request/response cycle. http://www.adaptivepath.com /ideas/ajax-new-approach- web-applications/ 5 Traditional Model The client does not generate views/presentations (HTML/CSS). Synchronous communications feature sequential request/response cycles, one after another The server prepares the whole page. http://www.websiteoptimization.com/secrets/ajax/8-1-ajax-pattern.html 6 Ajax Model l With Ajax, web applications can communicate with servers in the background without a complete page loading after every request/response cycle. The client generates views/presentations and update content (partial page) by manipulating DOM. Asynchronous communications feature independent request/response cycles The server prepares partial pages (partial HTML) or just data (XML or JSON).