DirectX Media for Animation Media Types Previous
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Media Types

Introduction

This document begins with an overview that first explains the goals of DirectX™ Media for Animation (which will, from now on, be called Direct Animation) and then shows how it integrates and coordinates different media types. There is also a discussion of the ways other systems have traditionally handled different media types and of how Direct Animation fits into these traditions. A section on both 2 and 3D coordinate systems follows. The document then explains, in detail, each of the media types that are available and the operations that can be performed on them.


Introduction

  1. Unifying and integrating different media types into a cohesive whole. These media types include:

    • 2D and 3D geometry.
    • Images and sprites.
    • Video.
    • Sound.
  2. Abstracting the notions of image, geometry, and sound sufficiently to allow powerful and compact representations of constructs and combinations of these media types.
  3. Providing support for a behavior/time and event model that is applied across the different media forms. Incorporating time in a general media system has several advantages. They include de-coupling the modeling and specification of animate content from specific frame generation, as well as the support of inherently time-varying media types, such as audio and video.

These different media types have traditionally been considered distinct categories that have been developed by separate communities of experts. Examples of the ways these media types have traditionally been approached include:

Microsoft's Direct Animation includes elements from these different traditions and presents a comprehensive and coherent mixed media solution. It supports:

Interesting combinations of these media types include temporal and spatial coordination.

Direct Animation provides its support for highly interactive, richly animate, and mixed-media content, through a declarative, high-level API that emphasizes ease of construction. In addition, this declarative approach is amenable to efficient implementations that approach the performance level of low-level APIs, which tend to be much harder to use.

The capabilities of Direct Animation open the door for rich interactive animation that can draw upon both the flexibility of synthetic media (such as 3D graphics) and the vividness of recorded media (such as audio and video recorded from nature). Examples include navigating a 3D space to inspect either a collection of museum items or advertised products in a shopping display. Spatial navigation can be implemented, using position and orientation for indexing into the different items that are represented as images and video clips.

The goal of this section is to describe the abstract media types and coordinate systems used to represent image, geometry, sound, and their interrelationships.

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