Encyclopedia of Graphics File Formats: The Complete Reference on CD-ROM with Links to Internet Resources Second Edition
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James D. Murray
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William vanRyper
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James D. Murray
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ISBN-13:
978-1565921610
ISBN-10:
1565921615
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Editorial Reviews
From the Publisher
O'Reilly's new edition of the Encyclopedia of Graphics File Formats is a wonderfully diverse kind of product -- it's a book, a CD-ROM, and a World Wide Web product, all in one. You'll find printed information in convenient book form. You'll be able to access text files, images, and code locally on the CD-ROM provided with the book. And you'll be able to link automatically from the product to the O'Reilly GFF Web Center -- and from there to the larger world of the Internet -- for even more complete (and up-to-date) information about graphics file formats. What's in this product -- and why does its book/CD-ROM/online format work so well as a means of presenting information? It's all about graphics file formats. As any graphics programmer or illustrator knows, there are many different file formats used for storing graphics data -- data such as vector graphics, ray tracing, black-and-white photographs, truecolor images, animation data, motion video, and multimedia data. The Encyclopedia of Graphics File Formats is the definitive reference to all of these formats -- from major, standardized formats, like GIF, TIFF, TGA, and BMP, to newer or specialized formats, like PNG, SPIFF, SGI YAODL, and Facesaver. The first edition of the book has already become a classic for programmers on all platforms -- Windows, MS-DOS, OS/2, the Macintosh, UNIX, and others. What type of information is available in the book and through its online links? Whether you are a graphics programmer who needs to know the precise contents of every bit in a file, a graphics illustrator who needs to know how to convert a file from one format to another, or anyone else who needs to deal with the low-level technical details of graphics files, this product is for you. For each of more than 100 formats, the product provides quick summary information -- How many colors are supported by the format? What type of compression does it use? What's the maximum image size? What's the platform, the numerical format, and the supporting applications? It also provides extensive text detailing how graphics files are constructed in a particular format. In addition to describing the details of the file formats, the Encyclopedia of Graphics File Formats contains a good deal of general graphics information, including: A detailed discussion of graphics concepts and programming, covering such topics as palettes, color (its perception, conversion, and quantization), and the various types of graphics file formats (e.g., vector, bitmap, metafile, scene description, animation, multimedia, 3D, font, audio, virtual reality modeling language [VRML], and page description language [PDL]). Detailed descriptions of different methods of compressing graphics data (e.g., run-length encoding, LZW, CCITT, JPEG, JBIG, ART, fractal). Discussions of ways of converting from one type of file format to another. Information on emerging graphics initiatives, including JPEG (an image data compression standard of particular interest in multimedia technology) and MPEG (a set of digital and audio compression standards for sound and motion picture data). The second edition of the book contains hundreds of pages of new content. For example, you'll find: Articles on additional graphics file formats not covered in the first edition, like PNG (Portable Network Graphics), SPIFF (Still Picture Interchange File Format), DPX (SMTPE Digital Picture Exchange), SAF (Standard Archive Format), and 3DS (3D Studio). Descriptions of new data compression methods -- extensions to JPEG compression, and the new JBIG, ART, and fractal compression methods. New sections on encrypting graphics files, detecting viruses in graphics files, dealing with corrupt graphics files, and writing your own file formats and file format specs. A discussion of the Unisys patent claim on the LZW compression method -- and its impact on your use of GIF files and software. A new appendix on dealing with graphics files on the Internet and the World Wide Web -- how to download and convert files, how to post information, how to handle the mechanics of FTP, Web servers, news groups, and more. What will you find on the multiplatform CD-ROM included with the book? First, you'll find file format specifications, a wonderful collection of resources that are often hard to locate and obtain -- in many cases, they have never before been available outside the organizations that developed them. We've assembled original file format specification documents from such vendors as Adobe, Aldus, Apple, IBM, Microsoft, and Silicon Graphics. Second, we've chosen the best of the free software and shareware -- for Windows, MS-DOS, OS/2, Macintosh, and UNIX platforms -- that will let you convert, view, compress, and manipulate graphics files and images. Third, we've included a variety of test graphics images to help you test software, convert formats, compare color depth and file size, and figure out what format is right for your application. Fourth, on the CD-ROM we've retrofitted the entire contents of the book for display on the Internet's World Wide Web. Finally, we've provided tools and links that allow you to access the material efficiently and to keep up to date. Using the Enhanced Mosaic browser (also included), you can browse the book's contents online, look up the details of a file format, access graphics manipulation and display software quickly, and (if you have an Internet connection) link to our Web home page on the Internet where we maintain an online update service. The new EGFF is a product that will never go out of date because O'Reilly is making a commitment to support it online. At the O'Reilly GFF Web Center, you'll find a roadmap to other resources of interest to graphics programmers and designers, maintained by author James Murray. You'll be able to get information on new file formats, updated versions of vendors' graphics file format specifications and software packages, find out about new online archives of graphics images and other data, and learn what's new in the graphics world. Of course, you'll still get the printed book -- after all, a book is still the most portable resource around -- to take on the train, carry to class, or keep in your library at home or at work. Who needs this book? The first edition of the book was aimed mainly at graphics programmers. With this second edition, we've provided content and tools that will make this product an invaluable resource for graphics illustrators and designers as well. Unlike graphics programmers, these users don't need to know the details of how GIF, TIFF, and PNG files are constructed. However, they do need to make the right choices about which formats can be converted to the formats they or their customers need, which support the color depth they want, and which compress fastest. Whatever your graphics needs, you'll find the new Encyclopedia of Graphics File Formats an invaluable aid -- packed with information, constantly up-to-date, and fun to use. We're excited about the information and the tools we've been able to collect, and we look forward to sharing the fruits of our labors with you. Technical requirements for the product: a CD-ROM drive; a PC running Microsoft Windows 3.1, 95, or NT; and a Macintosh workstation, or a UNIX workstation supported by Spyglass Enhanced Mosaic. A 256-color monitor is highly recommended.
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Product details
- Publisher : O'Reilly Media; Second edition (May 11, 1996)
- Language : English
- Paperback : 1152 pages
- ISBN-10 : 1565921615
- ISBN-13 : 978-1565921610
- Item Weight : 3.66 pounds
- Dimensions : 6.99 x 2.23 x 9.16 inches
-
Best Sellers Rank:
#2,835,032 in Books (See Top 100 in Books)
- #656 in Desktop Publishing
- #3,224 in Graphics & Multimedia Programming
- #13,981 in Computer Software (Books)
- Customer Reviews:
Customer reviews
3.6 out of 5 stars
3.6 out of 5
7 global ratings
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Top reviews from the United States
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Reviewed in the United States on March 8, 2020
Verified Purchase
I am a programmer who uses the C and C++ programming languages for graphics programming. This book along with other online resources was very helpful in understanding computer graphics. File formats are very interesting to learn about even if I don't use certain formats personally. I like the history.
Reviewed in the United States on June 19, 2015
Verified Purchase
The book is a good and easy to follow reference. But formats are not completely covered in full detail, and the book is a bit outdated. There are not a lot of books in print that cover a lot of graphic file formats, so even with that the book is still useful. Ideally a newer version of the book could be created.
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Reviewed in the United States on April 23, 2000
This book used to be the bible of image formats. Unfortunately, this bible is starting to show its age. Depending on what your interest is in graphics, you might find all the formats you need or be really disappointed. Most major image formats (like those used in web pages) are in there, but some very important ones that have appeared in the past 5 or so years are missing: Avid's OMFI, Softimage .pic, Maya's .iff, Pixar .tx, etc. The lack of an extensions index is an area where the book fails for me as an encyclopedia. While the final index does lists extension names, having a separate index for them would be nicer. So that if you had a file with extension .pic which you cannot read, you could easily figure out what formats it could correspond to. This is a problem with AVI, which is listed as Microsoft RIFF. Funny thing the book mentions that most people know AVIs by their extensions, but unless you look in the index, you will think it was missing. Still, some Microsoft image formats are missing (.ico files, for example). Other contradictions like those are listing the format for Pixar's .rib files, but not for their .tx files. Yes, the book also has descriptions of several popular non-image formats, such as 3D scene & object formats (Wavefront, Inventor, Radiance, etc), which can be either an annoyance or an added bonus depending on what you are looking. Animation formats (Quicktime, etc) are introduced but not covered in detail and given web links to search for more information. Formats not covered in the book are VRML, font formats (TrueType, etc), or Audio formats. If you are looking for source code or a library you can use to plug into your application, you will be very disappointed. The CD-ROM is just a web reprinting of all the info in the book, and the only software provided is Mosaic, a first & now slowest web browser, which in this day and age of Netscape and IE, is a big annoyance and a waste of disk space (you have to install it, since the installer looks for it & pages are named .ht_ instead of .htm or .html!). On a more positive note, the book offers beginners a good introduction to coding image loaders -- warning & providing solutions to problems such as byte ordering, alignment, etc. RLE encoding is given a very thorough description with several of its possible variations. The principles of other types of encoding (LZW, Huffman, CCITT, JPEG & Fractal) are described but not in so much detail. Wavelets are not even mentioned. In summary, most of the information is nothing you cannot get on the web if you spend enough time searching. The book & CD needs to be updated for the new millenium and since it is already pretty heavy, I would vote to split it in two: one for image formats and one for 3D formats.
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Reviewed in the United States on February 17, 2007
This is what you expect, a comprehensive reference of graphic file formats. Some of the formats were great standards in their glory days, like FLI files of the DOS days, or other Atari, Amiga, OS/2 oriented standards. Missing are obviously the new formats like PNG and anything after early 90s are just absent. The book despereately calls for a new version, and I pray it be in a PDF format, as paper-based references clutter the household...
The included CD includes Spyglass Mosaic 2.x (pre-Netscape and pre-IE browser), source code, and references in postscript format.
The included CD includes Spyglass Mosaic 2.x (pre-Netscape and pre-IE browser), source code, and references in postscript format.
2 people found this helpful
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Reviewed in the United States on September 3, 2000
I've kept this book next to my computer desk for quite some time because I consider it an essential reference. There has never been a question about graphic file formats that I haven't been able to answer using this book. I feel the authors have done an outstanding job describing everything from the basics to complex file format features in a language that someone who isn't an artist can understand. As an application developer, I often need to know what's going on behind the scenes and this book makes everything clear.
This book is getting a tad dated, but still extremely valuable and a good buy. I'd love to see the authors update it. I know that I'd be the first in line to get the next edition.
This book is getting a tad dated, but still extremely valuable and a good buy. I'd love to see the authors update it. I know that I'd be the first in line to get the next edition.
5 people found this helpful
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Reviewed in the United States on June 4, 2005
This book is so out-of-date and lacks so many of the new and existing file formats that have been modified, that it is not worth buying. Spend your money on current books.
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Top reviews from other countries
Karim Sultan
4.0 out of 5 stars
Encyclopedic but Dated
Reviewed in Canada on January 20, 2021Verified Purchase
It is a dated text, but I was aware of that going into it. Since I bought this used, it didn't have the CD-ROM which would have been useful for source code examples. Sometimes it provides excellent detail on headers, magic numbers (byte IDs) and field explanations, with decoding examples, pseudo code or algorithms. Other times it glosses over such details by simply introducing the format and providing references to other sources. So kind of hit or miss, BUT does contain some info on older formats that you won't find online. All in all, a good reference text for the graphics programmer.
NOTE: I was tasked with writing some conversion code to take old video game assets stored in old file formats (such as PCX), decode them to raw, and then repack as PNG. Some formats required palette transformations, some were sprite sheets that needed cropping and clipping to retrieve individual frames, etc... This book was an essential resource for that project. It's too bad the series didn't continue and doesn't cover the newer modern formats.
NOTE: I was tasked with writing some conversion code to take old video game assets stored in old file formats (such as PCX), decode them to raw, and then repack as PNG. Some formats required palette transformations, some were sprite sheets that needed cropping and clipping to retrieve individual frames, etc... This book was an essential resource for that project. It's too bad the series didn't continue and doesn't cover the newer modern formats.







