Color Theory P1256565075kTGXP
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Transcript of Color Theory P1256565075kTGXP
Color Theory
ST Nandasara/ADMTC
2
Contents
Color Theory2D Bitmap Image Theory2D Bitmap Image Processing2D Vector Image Theory
Color Theory
How to manipulate color digitally?
4
What is color?
Color = Mixture of various frequency of light Perceptive colors for human eyes
= around 400nm ~ 700nm (wavelength) The number of colors in real world =
Infinite But human eyes cannot distinguish every color
A color =
400 500 600 700
5
Visible spectrum
Progressive Rainbow
"visible" light can be broken down into a spectrum that ranges from blue to red in a progressive rainbow
The visible spectrum of lightContinuous optical spectrum (designed for monitors with gamma 1.5).
6Wheel of Color – Visible spectrum
Progressive Rainbow
The visible spectrum of lightBeam of sunlight
A Prism separates the beam of lightInfra red Ultra violet
Red Orange Yellow Green Blue Indigo Violet
7
Visible spectrum Progressive Rainbow
nm is the most common unit to describe the wavelength of light, with visible light falling in the region of 400–700 nm. The data in compact discs is stored as indentations (known as pits) that are approximately 100 nm deep by 500 nm wide. Reading an optical disk requires a laser with a wavelength 4 times the pit depth -- a CD requires a 780 nm wavelength (near infrared) laser, while the shallower pits of a DVD requires a shorter 650 nm wavelength (red) laser, and the even shallower pits of a Blu-ray Disc require a shorter 405 nm wavelength (blue) laser.
8
Color in the eye Progressive Rainbow
The ability of the human eye to distinguish colors is based upon the varying sensitivity of different cells in the retina to light of different wavelengths. The retina contains three types of color receptor cells, or cones. One type, relatively distinct from the other two, is most responsive to light that we perceive as violet, with wavelengths around 420 nm. (Cones of this type are sometimes called short-wavelength cones, S cones, blue cones.) The other two types are closely related genetically and chemically. One of them (sometimes called long-wavelength cones, L cones, red cones) is most sensitive to light we perceive as yellowish-green, with wavelengths around 564 nm; the other type (sometimes called middle-wavelength cones, M cones, green cones) is most sensitive to light perceived as green, with wavelengths around 534 nm.
9
Visible spectrumThis image contains 1 million pixels, each of a different color. The human eye can distinguishabout 10 million different colors.
10
Color Model
Math model for color information RGB
Red, Green, Blue CMY / CMYK
Cyan, Magenta, Yellow, blacK (or Key) HSL / HSB / HSV / HVC
Hue , Saturation , Lightness (Brightness/Value) YUV / YCbCr (YCC)
Luminance + 2 Chrominance (Color differences)
Other color models
11
The Color Wheel
A color wheel usually include 12 distinct colors. The color wheel is essentially the linear progression of color as seen in the color spectrum, connecting the two ends together.
Wheel of Color
12
The Primary Colors (Additive colors)
Most of us now use color display, for which the primary colors will be Red, Green and Blue.
Wheel of Color (RGB Color Model)
13
The Primary Colors (Additive colors)
Most of us now use color display, for which the primary colors will be Red, Green and Blue.
Wheel of Color (RGB Color Model)
Red
Green Blue
WY
C
M
14
Cubic coordinate based on primary additive colors Start from Black (darkness) Sum of all = White (light)
Widely used in PC hardware CRT, LCD / Image Scanner Easy to implement
Not efficient/intuitive for processing Difficult to achieve / adjust to
desired color for human
RGB Color Model
Additive Color(= mixing light)
Red Blue Green
R
B
GBlack
White
15
The Secondary Colors (Subtractive Colors)
Secondary color wheel: the three colors that are obtained by combining any two adjacent primary colors. These will be the secondary colors: cyan, magenta, and yellow.
Wheel of Color (CMY Color Model)
16
The Secondary Colors (Subtractive Colors)
Secondary color wheel: the three colors that are obtained by combining any two adjacent primary colors. These will be the secondary colors: cyan, magenta, and yellow.
Wheel of Color (CMY Color Model)
Magenta
Yellow Cyan
R B
G
B
17
CMY / CMYK Color ModelCyan
Magenta
Yellow
Subtractive Color(= mixing ink)
WhiteBlack
CM
Y
Subtractive version of RGB Start from White (paper) Sum of all = Black (ink)
Widely used in Publishing Industry Printer / Color publishing
uses 4 inks (CMYK) Why K (Black) ?
For pure black / black letter
18
The Tertiary Colors
Tertiary colors are the same for both the additive and subtractive worlds.
Wheel of Color
19
Analogous Colors
Analogous colors directly beside a given color. If you start with Orange and you want its two analogous colors, select Red and Yellow.
Wheel of Color
20
The Complementary Colors
Complementary colors are directly opposite each other on the color wheel. Selecting contrasting colors is useful when you want to make the colors stand out more vibrantly.
Wheel of Color
21
Split Complementary Colors
Split complementary colors can be made up of two or three colors. You select a color, find its complementary color or colors on the either side of the color wheel.
Wheel of Color
22
Warm Colors
Warm colors are made up of the Red hues, such as Red, Orange and Yellow. They lend a sense of warmth, comfort, and energy to the color selection. They also produce visual result.
Wheel of Color
23
Cool Colors
Cool colors come from the Blue hues, such as Blue, Cyan, and Green. These colors will stabilize and cool the color scheme. These are good to use for page background.
Wheel of Color
24
Hue = Color name (red, blue, green, etc.)
Saturation = Density (purity) of the color
Value = Lightness & Darkness
Dimension of Color (HSL/HSV/HVC)
25
HSL / HSV / HVC Color Model
Black
White
Cylindrical coordinates based on logical aspect of color Hue = Color name (red, blue, green, etc.) Saturation = Density (purity) of the color Lightness
Used in image editingsoftware Very easy to achieve /
adjust to desired colorfor human
26
Color Matching
Color Gamut The range of color that can be reproduced on
any imaging device
Color Matching Adjustment / Compensation of the difference of
color gamut among multiple image devices
Eye CRT Scanner Printer Offset
27
Color Depth
How many colors are needed? Black & White
= 1 bit
1 0
28
How many colors are needed?Gray Scale
= 8 bit (256 shadows)
Color Depth
29
Indexed Color (Palette)
F1 C3 4A 01 83 9B FC45 1D 3E 47 20 1D 80 565B 40 FA E4 5A 33 0F D07A 00 12 E2 C4 79 ED1C
0001020304
FEFF
03 F1 C3 4A 01 83 9B 2C45 1D 3E 47 20 1D 80 5379 40 FA E4 5A 33 0F D85A 00 12 E2 C4 79 ED 32
Image Data Palette Picture
03
256-color image
Palette and Dithering
30
How many colors are needed?Full Color = 8 bits for each R, G and B
= 24 bits (16.7 million colors)
Color Depth
Red
Green
Blue
31
Color Depth
How many colors are needed? Black & White
= 1 bit Gray Scale
= 8 bit (256 shadows)
Indexed Color= 8 bit (217~256 color pallet)
Full Color = 8 bit each for RGB
= 24 bit (16.7 million colors)
Medical / Professional photography= 30~48 bit (10~16 bit/RGB)(Preserve detail / accuracy in editing)
32
Color Depth
Graphic/Image Data Structure Pixels: picture elements in digital
images Image resolution: number of pixels in
a digital image Bit-map: a representation of the
graphic/image data in the same manner as they are stored in video memory
33
Color Depth
Graphic/Image Data Structure Black & White
= 1 bitMono-chrome image
Each pixel is stored as a single bit (0 or 1)A 640 X 480 monochrome image requires 37.5 Kbytes
Gray-scale imageEach pixel is usually stored as a byte (0 to 255 levels)A 640 X 480 gray-scale image requires over 300 Kbytes
Gray Scale= 8 bit (256 shadows)
34
Color Depth
Graphic/Image Data Structure Indexed Color
= 8 bit (217~256 color pallet)
One byte for each pixelSupport 256 colorsA 640 X 480 8-bit color image requires 307.2 KBytes
Three byte for each pixelSupport 256X256X256 colorsA 640 X 480 24-bit color image requires 921.6 KBytes
Full Color = 8 bit each for RGB
= 24 bit (16.7 million colors)
35
Video Systems
Transm
itte
r
Rece
iver
Goals:1. Efficient use of bandwidth2. High viewer perception of
quality
36
Camera Operation
Note:1. Camera has 1, 2, or 3 tubes for
sampling2. More tubes (CCD’s) and better lens
produce better pictures
Color Filters
En
cod
er
Camera Tubes
Zoom Lens
G
R
B
BeamSplitter
Com
pone
nt
YR-YB-Y
YC
RGB
S-Video
R
G
B
Composite
37
Color Perception
Color is perceived lightwave 400nm to 700nm received at retina
Retina (on the back wall of the eye) composed of approximately 125 million rods and 7 million cones Cones respond to different frequencies (three
types, RGB) Rods measure brightness at low light levels (i.e.,
night vision)
38
Color Perception (Cont…) Spectral-response functions of
each of the three types of cones on the human retina
G > R >> B Humans more sensitive to
brightness than color The processing and perception
of the image takes place in the brain.
Need to understand that there are also physiological and psychological aspects to the perception of color. Colors are often associated with various emotions, such as "feeling blue."
39
YIQ color model: used in NTSC color TV Y is luminance containing brightness and the detail
(monochrome TV) To create the Y signal, the red, green and blue
inputs to the Y signal must be balanced to compensate for the color perception misbalance of the eye. Y = 0.3R + 0.59G + 0.11B
Chrominance I = 0.6R – 0.28G - 0.32B (cyan-orange axis) Q = 0.21R – 0.52G + 0.31B (purple-green axis)
Human eyes are most sensitive to Y, next to I, next to Q. In a channel (6 MHz) of NTSC TV, 4 MHz is allocated to
Y, 1.5 MHz to I, and 0.5 MHz to Q.
Color Models in Video
40
YUV color model: for PAL TV and CCIR 601 standard for digital video
Same definition for Y as in YIQ model Chrominance is defined by U and V – the
color differences U = B – Y V = R – Y
YCbCr color model: used in JPEG and MPEG
Closely related to YUV: scaled and shifted YUV
Cb = ((B – Y)/2) + 0.5 Cr = ((R – Y)/1.6) + 0.5
Chrominance value in YCbCr are always in the range of 0 to 1
Color Models in Video (Cont…)
R
G
B
Y
U V
41
Color Models in Video (Cont…)
R
G
B
Y
U V
Color models based on linear transformation from RGB color space
42
Types of Color Video Signals Component video -- each primary is sent as a separate
video signal. The primaries can either be RGB or a luminance-chrominance
transformation of them (e.g., YIQ, YUV). Best color reproduction Requires more bandwidth and good synchronization of the three
components Composite video -- color (chrominance) and luminance
signals are mixed into a single carrier wave. Some interference between the two signals is inevitable.
S-Video (Separated video, e.g., in S-VHS) -- a compromise between component analog video and the composite video. It uses two lines, one for luminance and another for composite chrominance signal.
43
NTSC Video: 525 scan lines per frame, 30 frames per second (or be exact, 29.97 fps, 33.37 msec/frame)
Interlaced, each frame is divided into 2 fields, 262.5 lines/field
20 lines reserved for control information at the beginning of each field So a maximum of 485 lines of visible data Laserdisc and S-VHS have actual resolution of ~420
lines Ordinary TV -- ~320 lines
Each line takes 63.5 microseconds to scan. Horizontal retrace takes 10 microseconds (with 5 microseconds horizontal synch pulse embedded), so the active line time is 53.5 microseconds.
Analog Video
44
Chroma subsampling: human visual system is more sensitive to luminance than chrominance We can sub-sample chrominance
4:4:4 – No subsampling 4:2:2 – horizontally subsample 4:1:1 – horizontally subsample 4:2:0 – horizontally and vertically
Scanning Video
45
Scanning Video
4:4:4 – No subsampling Y
CR CB
YCR CB
Line 1
Line 2
Line 3
Line 4
Y CR CB
46
Scanning Video
4:2:2 – horizontally subsample YCR CB
YOnly
Line 1
Line 2
Line 3
Line 4
Y CR CB YCR CB
YOnly
YCR CB
YOnly
YCR CB
YOnly
47
Scanning Video
4:1:1 – horizontally subsample YCR CB
YOnly
Line 1
Line 2
Line 3
Line 4
Y CR CB YOnly
YCR CB
YOnly
YOnly
YOnly
YOnly
48
Scanning Video
4:2:0 – horizontally and vertically Y CR
Y CB
Y Only
Y Only
Line 1
Line 2
Line 3
Line 4
Y CR CB Y CR
Y CB
Y Only
Y Only
Y CR
Y CB
Y Only
Y Only
Y CR
Y CB
Y Only
Y Only
49
Typical data assignment to YUV Y:U:V = 4:2:2 (TV)
Y:U:V = 4:1:1 (JPEG)
Y:U:V = 4:2:0 (JPEG)
Color space compression
Y U V
Y U V
Y U V
JPEG (1:50) Y U V
50
Standards for Video
HDTVCCIR 601
NTSCCCIR 601
PALCIF QCIF
Luminance Resolution 1920 x 1080 720 x 486 720 x 576 352 x 288 176 x 144
Chrominance Resolution 960 x 540 360 x 486 360 x 576 176 x 144 88 x 72
Color Subsampling 4:2:2 4:2:2 4:2:2 4:2:0 4:2:0
Fields/sec 60 60 50 30 30
Aspect Ratio 16:9 4:3 4:3 4:3 4:3
Interlacing Yes Yes Yes No No
CCIR – Consultative Committee for International RadioCIF – Common Intermediate Format (approximately VHS quality)
51
Sampling
1 Frame is stored 720x480 pixels for NTSC 1 Frame is stored 720x576 pixels for PAL Each Pixel is processed for Y (Luminance (B&W) 4:2:2 Samples 2 of every 4 pixels for color 4:1:1 Samples 1 of every 4 pixels for color 4:2:2 has twice the color detail for 4:1:1 (shaper
color edges) 4:4:4 is not necessary as humans are more
sensitive to change in luminance than color
52
Sampling
The first number refers to the 13.5 MHz sampling rate of the luminance
The other two numbers refer to the sampling rates of the color difference signals R-Y and B-Y (or,more properly in the digital domain, Cr and Cb)
53
Sampling
4:2:2 systems (D-1, D-5, DigiBeta, BetaSX, Digital-S,DVCPRO50) color sampled at half the rate of luminance,
Y is 13.5 MHz R-Y and B-Y is each 6.75 MHz 360 color samples (in each of Cr and Cb) per
scanline. 4:1:1 systems (NTSC DV & DVCAM, DVCPRO
Color data are sampled half as frequently as in 4:2:2
Y is 13.5 MHz R-Y and B-Y is each 3.375 MHz . 180 color samples per scanline.
54
Sampling
4:2:2 Better for Computer Graphics Special Effects Chroma Keying Compositing Matting
55
Uncompressed Sizes (NTSC)
For the 525 line TV standard the line data is: 720(Y) + 360(Cr) + 360(Cb) = 1,440
pixels/line 487 active lines/picture there are 1,440 x
487 = 701,280 pixels/picture (sampling at 8-bits, a picture takes 701.3
kbytes) 1 sec takes 701.3 x 30 = 21,039 kbytes, or
21 Mbytes 1 min takes 21,039 x 60 = 1,262,340 kbytes,
or 1.26 gigs
56
Uncompressed Sizes (NTSC)
BOTTOM LINE 1 Gbyte will hold ~47 seconds 1 hour takes ~76 Gbytes Of Active Picture (Does not include sync
Blanking etc as these can be regenerated)
57
Uncompressed Sizes (NTSC)
1 hour takes ~ Uncompressed 76 Gbytes 2:1 Compression 38 Gbytes 5:1 Compression 15 Gbytes
58
Indexed Color (Palette)
Palette Optimization
F1 C3 4A 01 83 9B FC45 1D 3E 47 20 1D 80 565B 40 FA E4 5A 33 0F D07A 00 12 E2 C4 79 ED1C
0001020304
FEFF
03 F1 C3 4A 01 83 9B 2C45 1D 3E 47 20 1D 80 5379 40 FA E4 5A 33 0F D85A 00 12 E2 C4 79 ED 32
Image Data Palette Picture
03
DitheringBetter perception
256-color image
Optimized PaletteDithered
Optimized Palette& Dithered
Banding Effect
Palette and Dithering
59
Gamma = Non-linearity of lightness in any imaging device
output value input value
= 1 : Linear
2.0 < < 3.0 : Typical CRT
Any imaging device has its gamma value Importance of Gamma correction
It is very important to adjust gamma values if you use same image in different imaging device
Especially in publishing industry
input
outp
ut
= 1.0
> 1.0
Gamma Correction
60
Alpha Channel
Transparency information of image Important for image editing, animation
OriginalImage
TransparencyImage (GIF)
AlphaChannel(1-bit)
Grayscale Alpha Channel (8-bit)
Photo Collage
61
Aliased image
Anti-Aliased ImageSimple Blur
Anti-aliasing
Aliasing problem Jagged edge of digital image
Not a problem of image data itself
Problem of PC's pixel-baseddisplay screen
Anti-aliasing technology Make edge smoother
Not a simple blur Over sampling or
other advancedalgorithms required
2D Bitmap Image Theory
63
Bitmap image
Pixel based Group of colored dots
Best for real-world image Photography, Painted picture
Large data size Needs compression for transfer
Resolution Dependent Not suitable for resizing/zooming
RGB =(FF,B6,98)
A pixel
Full Color Windows BMP / 44KB
64
Bitmap image compression
Loss-less Compression Can reproduce mathematically identical original
image without any data loss Not high compression ratio (~2.0)
Lossy Compression Reduce non-sensitive information to human eyes
(not mathematical, but physiological method) Cannot reproduce original image Can specify the amount of information loss
High compression ratio (~100)
65
Algorithm Basic Concept Comp. Ratio
FileFormat
Loss-Less
RLE(Run-Length Encoding)
Pack repetitive data~1.2 BMP
LZW(Lempel-Zif-Welsh)
Build treed dictionary
~2.0 TIFF, GIF
Lossy
Color-space compression
Cut non-sensitivecolor information ~2.0 JPEG, (TV)
DCT(Discrete Cosine Transformation)
Transform to seriesof Cosine functions
~100 JPEG, MPEG1/2
Wavelet compression
Transform to seriesof Wavelet functions
~100 JPEG2000, MPEG4
Compression algorithms
66
Color space compression (1)
Uses human eye characteristics Less sensitive to color than lightness Less sensitive to red than green Color information can be sparse
YUV color compression Y is the most sensitive light to human eyes
We should reserve information on this component U/V is much less sensitive
We can reduce information from these 2 components Typical ratio of data assignment to YUV
component Y:U:V = 4:4:4 / 4:2:2 / 4:1:1 / 4:2:0
67
Typical data assignment to YUV Y:U:V = 4:2:2 (TV)
Y:U:V = 4:1:1 (JPEG)
Y:U:V = 4:2:0 (JPEG)
Color space compression (2)
Y U V
Y U V
Y U V
JPEG (1:50) Y U V
68
Convert image to mathematical functions DCT (Discrete Cosine Transformation)
Uses series of cosine functions to encode image
Used in JPEG, MPEG, MPEG2, etc. Wavelet Transformation
Uses series of wavelet functions to encode image
Used in JPEG2000, MPEG4, DivX, XviD, etc.
Transformation Algorithm
= a0 · + a1 · + …+ a2 ·
= a0 · + a1 · + …+ a2 ·
69
Fractal DCT Wavelet
Original Image (154KB)
Compress to 3 KB (1:50)
Algorithm Comparison
70
Bitmap image file formats
Industry standard TIFF - Adobe/Silicon Graphics
Platform Standard BMP - Windows PICT - Macintosh GIF - CompuServe
International Standard JPEG - ISO 10918 PNG - MIT/W3C JPEG2000 - ISO 15444
http://www.dcs.ed.ac.uk/home/mxr/gfx/
71
TIFF (Tagged Image File Format)
Highly flexible Ability to handle various kinds of specialized
image formats by using internal Tag over-24bit images (32, 36, up to 64-bits) Alpha-channel (Transparency) can be stored Multiple Layers LZW, JPEG or other compression
For Professional Used in professional imaging industry
Medical, Publishing, Digital photographers
Photoshop
72
GIF (Graphics Interchange Format)
Designed for amateur use on network Many useful features for hobbyist
Transparency (1 bit only) Interlace (for fast perception over net) Animation (Cell Animation)
Suitable for small pictures / icons Flexible choice of bit-per-pixel (1~8) Indexed color only (no full color support) LZW compression (*patented)
Widely used in WWW Mostly for small animations or icons
Many
73
High compression for full-color image Based on characteristics of human eyes
Less sensitive to color than lightness (YUV) Good for photography or artistic image NG for scientific image (uneven information loss)
The only international standard (up to now) Block noise
Widely used in consumer market, WWW
1:10 1:100
Square noise inhigh compression
JPEG (Joint Photographic Experts Group)
Many
74
Designed to be the alternative of GIF No patent problem by free loss-less compression
algorithm (gnu zip) Many advanced features
Up to 48bpp color depth, 16 bit Alpha channel 2 dimensional interlace (Progressive image) File corruption checking
Slowly getting popularitys No “ground-breaking” features (Others can do) Limited support in Web browsers
PNG (Portable Network Graphics)
Macromedia Fireworks
75
JPEG2000
New international standard (2001) ~20% better compression than JPEG
Less noise in high compression ratio Many advanced features
True progressive transfer Option for Loss-less compression Support for video Codec (Motion JPEG2000) Error resistance (good for the Internet) ROI (Region of interest) support
Slow acceptance No native support in Web browsers
IrfanView32
2D Bitmap Image Processing
77
Basic Image Processing
How can you enhance your photograph taken by digital cameras / image scanners? Before doing any “creative” operation in
Photoshop, you should do basic (but important) image adjustment
Necessary basic image adjustment
1. Color correction / White balance correction
2. Dynamic range correction
3. Gamma correction
4. Retouching
78
White Balance Correction
Especially useful for photos taken in house Incandescent lamp Photo shifts to Red Fluorescent lamp Photo shifts to Green Shadow in sunny day Photo shifts to Blue
Use Auto Levels or Variations command
79Dynamic range correction – Don’ts
Black White
Black White
Black White
Brightness change Simple shift of lightness
Contrast change Simple scaling of lightness
Do not use them without caution Information will be lost Better to use dynamic range
correction and / or gamma correction
Histograms
80
Dynamic Range Correction
Especially useful for scanned image Black is not truly black, White is not truly white
Use Levels or Auto Contrast Tool
81
Only Brightness
Useful for too under/over exposed image Also used for detailed tone normalization Use Levels or Curves command
Highlight and shadow are the same. Only middle tone changes
Gamma Correction as a Tool
82
Dodge & Burn
Adjustment of dynamic range (lightness) of selected area in an image Traditionally the most sensitive task for
professional photographer in darkroom Use masking and histogram manipulation
Automatic local dynamic range correction The latest software (like Photoshop CS) has
function to automatically perform typical Dodge & Burn Surprisingly useful for photographer
But it still needs manual operation for real “content-based” correction
83
Dodge & Burn (Example)
Gamma Correction
Shadow/Highlight (Photoshop) Manual Dodge & Burn
Original
84
Correct the defect in photograph Especially useful for scanned image (because it
always has many dust orscratch on the image)
Use Clone Stamp Tool
Photo Retouching
2D Vector Image Theory
86
Vector imageFilled polygon
Vector Based Group of mathematical shape data
Best for Illustration /Technical Drawing Fully editable, structured data
Small data size ~1/100 of comparable bitmap image Suitable for slow network (Internet)
Resolution Independent Suitable for resizing/zooming/printing
Can be applied to 3D modeling
87
Line
Fill - for closed path only
Basic elements of vector image
Curve
Open Path Closed Path Open Path Closed Path
Simple Gradient Pattern
Polygon
88
1 filled polygon
Group of 3 objects
Group of 54 polygons
Group of 97 polygons
Group of 18 polygons
Group of 2 objects
Group of 21 polygons Total of 191 polygons Group of 2 objects
Z-order and Grouping
Z-order Which object comes in front?
Grouping Treed structure of objects
89
Mathematical Curves
Anchor Point 1
AnchorPoint 2
ControlPoint
Anchor Point 1
AnchorPoint 2
ControlPoint 2
Control Point 1
B-Spline curve Simple and fast calculation Easy to modify curve locally Used in TrueType Font, etc.
Bézier curve The most popular 2D
curve standard Easy to control the shape Widely used in almost
all vector based graphics programs
90
Vector image file format
Industry Standard EPS - Adobe Artistic drawing AI - Adobe Artistic drawing DXF - Autodesk 2D/3D CAD
Platform Standard WMF, EMF - Windows
International Standard CGM (Computer Graphics Metafile) - ANSI/ISO SVG - (W3C recommendation)
91
EPS (Encapsulated Post Script)
PostScript based PostScript = Bézier-curve based page definition
language developed by Adobe For printing complex page layout
Highly expressive Color separation, Layers, etc.
For Professional Artist Used in publishing / illustration industry Not used in mechanical drawing DXF
92
AI (Adobe Illustrator)
Proprietary format for Adobe Illustrator Based primarily on PostScript Adds all special functionality of Illustrator
Somewhat industry standard More capability than EPS Many applications support this format
Inconsistency in versions Each new version of Adobe Illustrator has newer
version of file format Incompatible
93
WMF & EMF
WMF (Windows Meta File) Straight line-based (No curve!) Designed for Microsoft Windows 3.1 Limited feature, but widely used in office market
EMF (Enhanced Meta File) Bézier curve-based Designed for Microsoft Windows 95 Used for exchange of vector data internally
between Windows applications