Deliverable 3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitisation
Abstract
This report, "Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitisation," addresses a critical challenge in the digital cultural heritage sector: the disparity between file formats optimized for archival purposes and those suitable for real-time, interactive virtual environments (VE). Heritage institutions typically prioritize high-fidelity, preservation-focused formats like TIFF, RAW, PLY, and WAV to ensure long-term integrity. While essential for archives, these formats are often large and complex, rendering them inefficient for direct use in VEs that demand rapid loading and efficient GPU rendering.
Full text
Deliverable D19: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitisation
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 1 1 Document Information Document Identification Status Final Due Date 15 June 2025 Version 2.0 Submission Date 13 June 2025 Related WP WP3 Document Reference D19 Related Task(s) T.3.2.2 Document Type Report Related Deliverable(s) D2.1 (11), D2.2 (12) D.3.1 (17) Dissemination Level Public Lead Participant KU Leuven Lead Author Bruno Vandermeulen (KUL) Contributors Theodora Rontzova (KUL) Reviewers Jan Tretschok (K8) Reviewers Charalampos Rizopoulos (NKUA) Author(s) First Name Last Name Partner Bruno Vandermeulen KU Leuven Theodora Rontzova KU Leuven
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 2 Document History Version Date Modified by Modification reason 0.1 08/05/2025 Bruno Vandermeulen and Theodora Rontzova First draft 0.2 25/05/2025 Bruno Vandermeulen Second draft 0.3 30/05/2025 Bruno Vandermeulen Third draft 0.4 06/06/2025 Theodora Rontzova Internal review 1.0 10/06/2025 Jan Tretschok and Charalompos Rizopoulos Evaluation by expert reviewers 1.1 10/06/2025 Bruno Vandermeulen Evaluation team’s comments implementation 2.0 11-13/06/2025 Żaneta Żegleń, Łukasz Pieczonka Quality Control
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 3 Quality Control Role Who (Partner short name) Approval Date Deliverable leader Bruno Vandermeulen (KUL) 10/06/2025 Quality manager Łukasz Pieczonka (JU) 11/06/2025 Project Coordinator Żaneta Żegleń (JU) 12-13/06/2025
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 4 2 Executive Summary This report, "Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitisation," addresses a critical challenge in the digital cultural heritage sector: the disparity between file formats optimized for archival purposes and those suitable for real-time, interactive virtual environments (VE). Heritage institutions typically prioritize high-fidelity, preservation-focused formats like TIFF, RAW, PLY, and WAV to ensure long-term integrity. While essential for archives, these formats are often large and complex, rendering them inefficient for direct use in VEs that demand rapid loading and efficient GPU rendering. The document provides a comprehensive technical analysis of a wide array of 2D, 3D, and audiovisual file formats. For each format, the evaluation considers its usability, engine integration, interoperability, metadata capabilities, and overall suitability for VE applications, aligning with the IMPULSE project's goals of enhancing accessibility, streamlining digitization, and fostering collaboration. Key findings underscore that formats ideal for VEs—such as JPEG for 2D images, PNG for transparency, glTF/GLB for 3D models, and MP4 (with H.264/AAC codecs) for audiovisual content—are generally not the primary output of heritage institutions. Consequently, a crucial conversion and optimization pipeline is necessary to transform archival-quality assets into VE-ready formats. This involves processes like converting archival TIFFs to JPEG or PNG, processing high-resolution PLY or OBJ 3D scans into glTF/GLB, and compressing lossless WAV audio to formats like Ogg Vorbis, MP3 or AAC. This process of adaptation asks for informed curatorial decisions to preserve essential details and while meeting technical performance targets. The analysis reveals a preservation-application gap, where vast collections of high-quality digitized assets remain underutilized in immersive contexts due to technical fragmentation and incompatible formats. This contributes to a "digital heritage paradox," where digitized content is technically available but functionally inaccessible for new applications. Ultimately, the report calls for an integrated, proactive strategy where VE requirements are embedded into digitization workflows from the outset. This approach is essential to bridge the gap between preservation and application, ensuring that digital cultural heritage assets are findable, accessible, interoperable, and reusable in the immersive contexts central to the IMPULSE project's mission. Key words: 2D; 3D; audio; audio-video; cultural heritage; digitization; file formats; interoperability; virtual worlds
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 5 3 Table of Contents Contents 1 Document Information................................................................................................................ 1 2 Executive Summary..................................................................................................................... 4 3 Table of Contents ........................................................................................................................ 5 4 Abbreviations and Acronyms .................................................................................................... 8 5 Introduction ................................................................................................................................. 11 5.1 IMPULSE Project .................................................................................................................................................................... 11 5.2 Objectives of the Work Package 3 ............................................................................................................................. 13 6 Introduction: Analysis of 2D, 3D, and 4D File Formats for Virtual Environment Applications in Cultural Heritage Digitisation .............................................................................. 16 6.1 The Challenge of File Format Selection for Virtual Environments ........................................................... 16 6.2 Scope of Analysis .................................................................................................................................................................17 6.3 Relevance to IMPULSE Project Objectives ..............................................................................................................17 6.4 Methodology ..........................................................................................................................................................................17 7 Analysis of 2D File Formats for Virtual Environments ......................................................... 19 7.1 Image File Formats ............................................................................................................................................................ 19 7.1.1 TIFF (Tagged Image File Format) .......................................................................................................... 19 7.1.2 JPEG (Joint Photographic Experts Group)..................................................................................... 20 7.1.3 JPEG 2000 (.jp2,.jpx,.j2k,.j2c)....................................................................................................................... 22 7.1.4 GIF (Graphics Interchange Format) .................................................................................................. 23 7.1.5 PNG (Portable Network Graphics) ....................................................................................................... 24 7.1.6 BMP (Bitmap) ....................................................................................................................................................... 26 7.1.7 HEIF/HEIC (High Efficiency Image File Format / High Efficiency Image Coding) 26 7.1.8 RAW .............................................................................................................................................................................. 28 7.2 Textual File Formats......................................................................................................................................................... 30 7.2.1 PDF (Portable Document Format) ....................................................................................................... 30 7.2.2 TXT (Plain Text File) ........................................................................................................................................... 31 7.2.3 RTF (Rich Text Format) ................................................................................................................................... 31 7.2.4 DOCX (Office Open XML Document) ................................................................................................. 32 7.2.5 ODF (OpenDocument Format)............................................................................................................... 33 7.2.6 ALTO (Analyzed Layout and Text Object) XML ........................................................................... 34
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 6 7.2.7 hOCR (HTML-based OCR format) ........................................................................................................ 35 8 Analysis of 3D File Formats for Virtual Environments ........................................................ 37 8.1 glTF/GLB (GL Transmission Format) ........................................................................................................................ 37 8.2 OBJ (Wavefront Object) .................................................................................................................................................. 39 8.3 USD (Universal Scene Description)........................................................................................................................... 40 8.4 PLY (Polygon File Format / Stanford Triangle Format) .................................................................................. 42 8.5 FBX (Filmbox) ....................................................................................................................................................................... 43 8.6 VRML (Virtual Reality Modelling Language) ........................................................................................................ 45 8.7 X3D (Extensible 3D) ..........................................................................................................................................................46 8.8 DAE (Collada - Collaborative Design Activity) ..................................................................................................... 47 8.9 STL (Stereolithography / Standard Triangle Language) ................................................................................ 49 8.10 Alembic (.abc) ...................................................................................................................................................................... 50 8.11 STEP/STP (Standard for the Exchange of Product model data - ISO 10303)..................................... 52 8.12 Blender (.blend) .................................................................................................................................................................. 53 8.13 3DS (.3ds) ............................................................................................................................................................................... 55 8.14 3ds Max (.max) ...................................................................................................................................................................56 9 Analysis of Audiovisual File Formats for Virtual Environments ....................................... 58 9.1 4.1 Audio Formats ............................................................................................................................................................ 58 9.1.1 MP3 (MPEG Audio Layer III) ........................................................................................................................ 58 9.1.2 WAV (Waveform Audio File Format) .................................................................................................. 59 9.1.3 FLAC (Free Lossless Audio Codec) ....................................................................................................... 61 9.1.4 AAC (Advanced Audio Coding) ............................................................................................................ 62 9.1.5 Ogg Vorbis (.ogg) ............................................................................................................................................. 63 9.2 Audio Visual Format ........................................................................................................................................................64 9.2.1 MP4 (MPEG-4 Part 14) ....................................................................................................................................64 9.2.2 AVI (Audio Video Interleave)....................................................................................................................65 9.2.3 MOV (QuickTime File Format) .................................................................................................................66 9.2.4 MKV (Matroska Multimedia Container) .......................................................................................... 67 9.2.5 WMV (Windows Media Video) ................................................................................................................68 9.2.6 AVCHD (Advanced Video Coding High Definition) ................................................................68 9.2.7 DV (Digital Video) .............................................................................................................................................69 9.3 Analysis of Video Codecs ............................................................................................................................................... 70 9.3.1 H.264 (AVC - Advanced Video Coding / MPEG-4 Part 10) ............................................... 70 9.3.2 MPEG (Moving Picture Experts Group) Video Codecs ...........................................................71 10 Conclusion ............................................................................................................................. 73
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 7 10.1 File Format Imperatives for Cultural Heritage in Virtual Environments ........................... 73 10.2 File Format Challenges and Opportunities in context .................................................................. 78 11 Selected References............................................................................................................. 79
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 8 4 Abbreviations and Acronyms Abbreviation / acronym Description 2D Two-Dimensional 3D Three-Dimensional 3DS File format from Autodesk 3D Studio software 3GP Multimedia container format 4D Four-Dimensional (used in context of audiovisual data) AAC Advanced Audio Coding ABC Alembic (file format for animated geometry) AIFF Audio Interchange File Format (Audio Format) AP Application Protocol(s) (in STEP format) APNG Animated Portable Network Graphics API Application Programming Interface AR Augmented Reality ARCore Google's Augmented Reality platform ASCII American Standard Code for Information Interchange ASTC Adaptive Scalable Texture Compression AVC Advanced Video Coding (also H.264, MPEG-4 Part 10) AVCHD Advanced Video Coding High Definition (Video Container/Format) AVI Audio Video Interleave (Video Container/Format) BCn Block Compression (texture compression formats) BMP Bitmap (Image file format) B-rep Boundary Representation BWF Broadcast Wave Format CAD Computer-Aided Design CAE Computer-Aided Engineering CAM Computer-Aided Manufacturing CPU Central Processing Unit CR2 Canon RAW 2 (Canon RAW file extension) CR3 Canon RAW 3 (Canon RAW file extension) CSS Cascading Style Sheets DAE Digital Asset Exchange (Collada file format) DAW Digital Audio Workstation(s) DCC Digital Content Creation DCT Discrete Cosine Transform DNG Digital Negative (Adobe's RAW image format) DNA Data structure definition (in Blender's .blend files) DOM Document Object Model DOS Disk Operating System
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 15 IMPULSE tries to answer these challenges by research on simplifying (meta)data sharing strategies toward multi-user virtual environments. This move aims to lift away many barriers, as it is easier for different systems and platforms to exchange and (re)use data, reduces the cost and effort of data transformation and data sharing, and opens opportunities for innovation and experimentation, fostering new and creative reuse of digitized heritage. Emerging data sharing platforms should play a key role in streamlining data ingestion into their systems, instead of outsourcing this task to content providers. This requires not only existing metadata and technical standards; but also, paradata and other documentation that describe the context and conditions of data creation and (future) data use.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 16 6 Introduction: Analysis of 2D, 3D, and 4D File Formats for Virtual Environment Applications in Cultural Heritage Digitisation 6.1 The Challenge of File Format Selection for Virtual Environments Integrating digitized cultural heritage into virtual environments presents a notable challenge due to the disparity between archival file formats and those suited for real-time interactive experiences. Heritage institutions prioritize formats for long-term preservation, high fidelity, and rich metadata, such as TIFF and JPEG 2000 for 2D images, and PLY or OBJ for 3D models. These formats, while excellent for detailed study and conservation, often result in large file sizes and complex decoding processes that are inefficient for real-time rendering in virtual environments. RAW files, capturing the highest quality sensor data, are also unsuitable for direct VE use due to their size and processing requirements. Conversely, virtual environments demand formats optimized for rapid loading, efficient GPU rendering, and broad compatibility. This necessitates a conversion and optimization pipeline for digitized cultural heritage assets. For instance, archival TIFFs and RAW files are converted to formats like JPEG where some quality compromise is acceptable for file size reduction. Similarly, high-resolution 3D models undergo processing and decimation before conversion to optimized formats such as glTF/GLB or FBX for use in virtual environments. Audio formats like WAV or FLAC, preferred for lossless archival quality, are often compressed into smaller, lossy formats like MP3, AAC or Ogg Vorbis for background audio in VEs to enhance performance. The file formats most suitable for virtual environments are generally not created de facto by heritage institutions. Heritage institutions typically generate formats optimized for longterm archival and high-fidelity source data, which are often large and complex. These formats, while crucial for preservation, are often unsuitable for direct use in real-time virtual environments due to their impact on loading times, memory consumption, and rendering performance. Instead, the formats that excel in virtual environments—such as JPEG for 2D data, glTF/GLB for 3D models, MP3/AAC/Ogg Vorbis for audio and MP4 for audiovisual data—are designed with efficiency, real-time rendering, and broad platform compatibility in mind. For example, glTF/GLB is specifically developed for efficient transmission and loading of 3D scenes in realtime applications. Similarly, JPEG's high compression is advantageous for 2d data where file size is a primary concern. These formats are engineered to integrate seamlessly with game engines and web platforms, which are the foundational technologies for virtual environments. This fundamental difference in design philosophy underscores why
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 17 a conversion pipeline is essential when migrating cultural heritage data from archival repositories to interactive virtual experiences. 6.2 Scope of Analysis This report provides a structured technical analysis of a specified list of file formats across three domains: • 2D data: TIFF, JPEG, JPEG 2000, GIF, PNG, BMP, HEIF/HEIC, RAW (image), pdf, txt, rtf, docx, odf, alto, hOCR (textual documents) • 3D data: glTF/GLB, OBJ, USD, PLY, FBX, VRML, X3D, DAE, STL, Alembic STEP/STP, Blender (.blend), 3DS (.3ds), 3ds Max (.max) • 4D data: MP3, WAV, FLAC, AAC, AIFF, Ogg Vorbis (Audio); MP4, AVI, MOV, MKV, WMV, AVCHD, DV (Video Containers/Formats); H.264, MPEG (Video Codecs) 6.3 Relevance to IMPULSE Project Objectives The analysis directly informs the IMPULSE project's goals to: • Enhance Accessibility and Presentation: Achieving broad accessibility requires formats that perform well across a range of XR devices (from high-end PCs to mobile VR) and are compatible with web standards for wider reach. Highfidelity representation requires formats capable of accurately capturing geometry, materials, textures, and audio, potentially leveraging Physically Based Rendering (PBR) and high-resolution, lossless data where appropriate. • Streamline Digitization Processes: Efficient workflows benefit from formats that are easily created or exported from standard digitization tools (scanners, cameras, modeling software) and are readily integrated into VE development platforms (e.g., Unity, Unreal Engine) with the minimal friction or data loss possible. • Foster Collaboration and Capacity Building: Collaboration is facilitated by the use of standardized, open formats that ensure interoperability between different tools and teams. Robust metadata support is crucial for tracking provenance, authorship, licensing, and semantic information, enabling better asset management and reuse within the IMPULSE Community of Practice. 6.4 Methodology The analysis of 2D, 3D, and 4D file formats for virtual environment (VE) applications in cultural heritage digitization involves a systematic review for each listed format. The core objective is to assess the suitability for file formats regularly created by heritage institutions for use in virtual environments to enhance accessibility, streamline digitization, and foster collaboration.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 18 The methodology for evaluating each file format is structured around several key criteria. • Overview: Each format of analysis begins with a general description, including its primary purpose and key characteristics. This provides foundational context before delving into specific technical attributes • Usability: assessment of using the file format in a VE based on o Creation/modification: evaluation of the ease of use of the file format o Performance/Resource Requirements: This examines the format's impact on real-time application performance, considering factors like file size, loading times, and resource demands. o Engine/Platform Integration: The complexity of integrating the format with common game engines (e.g., Unity, Unreal Engine) and VR/AR platforms is assessed. • Interoperability: This evaluates compatibility and data fidelity when transferring the format between content creation software, virtual/augmented reality systems, and web platforms. • Metadata Embedding Capabilities: This section investigates the types of metadata supported by the format, the existence of standardized schemas, and the ease of access and utilization by applications. • Suitability for IMPULSE or Virtual Environments: This final aspect synthesizes the findings from the previous criteria to discuss the overall appropriateness of the format for virtual environment applications within the cultural heritage domain, specifically considering the IMPULSE project's aims.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 19 7 Analysis of 2D File Formats for Virtual Environments The scope of 2D formats relevant to cultural heritage VEs is broad, encompassing both image data and textual data, which presents documentary heritage, provides contextual information, and enables narrative exploration. Each image file offers different balances of fidelity, compression, and feature sets ranging from RAW image data that comes directly from the sensor over high quality TIFF raster image for archival purposes to more efficient file formats such as JPEG. Concurrently, textual file formats are vital for integrating written cultural heritage, varying from simple plain text (TXT) and richly formatted documents (PDF, DOCX) to structured OCR outputs (ALTO, hOCR) that make digitized text computationally accessible. 7.1 Image File Formats 7.1.1 TIFF (Tagged Image File Format) • Overview: TIFF is a versatile, high-quality raster image format frequently employed in digitisation and digital archiving workflows. It is known for its ability to store image data lossless, although options for lossy compression also exist. TIFF supports multiple layers within a single file, various color depths (including high bit depths), and different color spaces. • Usability: o Creation/Modification: TIFF is a standard format, making creation and modification straightforward in professional contexts. o Performance/Resource Requirements: The primary drawback for VE use is file size. Lossless compression or lack of compression results in large files compared to formats like JPEG or optimized texture formats. These large sizes negatively impact VE loading times, bandwidth usage (if streamed), and especially texture memory consumption on the GPU. While game engines might support TIFF import, they typically convert these files into more performant, GPU-friendly formats during the asset import process. Direct runtime loading of TIFF textures is generally inefficient and not recommended for real-time applications. • Engine/Platform Integration: Major engines like Unity and Unreal Engine can import TIFF files, but this is an offline process. The engine converts the TIFF data into an internal or platform-specific format optimized for GPU texture sampling. Direct use at runtime is impractical due to performance penalties associated with large file sizes and potentially complex decompression schemes not optimized for GPUs.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 20 • Interoperability: o Content Creation Software: Excellent support for professional image editing and desktop publishing software. o VE/AR Systems & Web Platforms: Poorly suited for direct use. Large file sizes make web delivery impractical, and native browser support is minimal. While VR/AR hardware could display textures originating from TIFFs after engine conversion, the TIFF format itself is not directly handled at runtime. Furthermore, the existence of various TIFF subformats and compression options can sometimes lead to compatibility issues between different software. • Metadata Embedding Capabilities: o TIFF offers robust metadata support, leveraging its tag-based structure. It can embed standard metadata schemas including EXIF (camera information), IPTC (descriptive information), and XMP (extensible metadata). This allows for storing extensive information about the image's origin, content, copyright, and technical parameters, which is highly valuable for archival and asset management. Some systems can map custom metadata into XMP fields upon download. The format's support for layers can also potentially be used to store structural or semantic information, although this is not a standardized practice for metadata. • Suitability for IMPULSE and Virtual Environments: o TIFF is highly suitable as an archival format for high-fidelity source images, such as master scans of documents, photographs, or artworks, due to its lossless quality preservation and comprehensive metadata support. This aligns with the preservation aspects of cultural heritage projects. o It is unsuitable for direct use as runtime textures or UI elements within VEs due to significant performance drawbacks related to file size and loading/memory overhead. • A typical workflow involving TIFFs would see them used as high-quality source assets that are then processed and converted into optimized formats (e.g., PNG for UI or elements needing transparency, jpg for smaller file) for efficient delivery and rendering within the virtual environment. This need for conversion is a common pattern in VE pipelines where source asset quality differs from runtime asset requirements. 7.1.2 JPEG (Joint Photographic Experts Group) • Overview: JPEG is the most prevalent format in digital photography, utilizing a lossy compression algorithm. Its primary goal is to achieve significant file size reduction (typically 10:1 compression or more) with acceptable perceptual quality loss, making it ideal for sharing and transmission. JFIF (JPEG File Interchange Format) defines the standard file structure for containing the JPEG-compressed data stream.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 21 • Usability: o Creation/Modification: Universally supported by virtually all image digital cameras and editing software. The level of compression (and thus quality vs. file size) is typically adjustable during saving. o Performance/Resource Requirements: Small file sizes resulting from lossy compression are advantageous for faster loading times, reduced bandwidth consumption, and lower storage requirements compared to lossless formats. Decoding JPEG images is generally fast and well-optimized. However, lossy compression can introduce visible artifacts (like blocking, ringing or banding), especially at lower quality settings or on images with sharp edges or fine details. These artifacts can be more noticeable on high-resolution VR displays or when textures are viewed up close. While suitable for many photographic textures in VEs, careful quality control is needed. Engines typically convert JPEGs to GPU-optimized formats upon import. o Engine/Platform Integration: Natively supported for import by all major game engines, including Unity and Unreal Engine. It's a common format for textures, especially for environmental assets or where file size is a primary concern. • Interoperability: o Content Creation Software: Universal compatibility with image editors, viewers, and digital asset management systems. o VE/AR Systems & Web Platforms: Native support across all web browsers and operating systems makes it ideal for web delivery. Widely usable on mobile devices and VR/AR platforms (after engine processing). • Metadata Embedding Capabilities: o JPEG files robustly support standard metadata formats embedded within the file structure. This includes EXIF (Exchangeable Image File Format), commonly used by digital cameras to store technical shooting parameters, date/time, and GPS location. It also supports IPTC (International Press Telecommunications Council) metadata, often used for descriptive information like captions, keywords, copyright, and creator details. Additionally, XMP (Extensible Metadata Platform) data can be embedded, offering a flexible and extensible way to store various types of metadata. This comprehensive metadata support is valuable for tracking provenance and descriptive information. • Suitability for IMPULSE and Virtual Environments: o JPEG is suitable for delivering images and photographic textures in VEs, particularly when file size and loading performance are critical considerations, such as web-based experiences or applications targeting mobile VR. Its metadata capabilities are beneficial for associating provenance and descriptive information with images. o However, its lossy compression makes it less ideal for assets requiring perfect fidelity, such as detailed scans of artifacts or graphics with sharp lines or text, where compression artifacts could misrepresent an object. The lack of transparency support also limits its use for UI elements. o The inherent trade-off between compression and quality in JPEG necessitates careful consideration within a cultural heritage context. While efficient,
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 22 the potential loss of detail might be unacceptable for certain artifacts, requiring the use of lossless formats like PNG for those specific assets, even if it means larger file sizes. 7.1.3 JPEG 2000 (.jp2,.jpx,.j2k,.j2c) • Overview: Developed as a successor to the original JPEG format, JPEG 2000 employs a compression scheme based on discrete wavelet transforms (DWT). It offers several technical advantages, including higher compression efficiency (better quality at the same file size, or smaller size at the same quality compared to JPEG), support for both lossless and lossy compression within a single architecture, and progressive decoding capabilities. Progressive decoding allows an image to be reconstructed gradually, either by resolution (displaying a lower-resolution version first) or by quality, which is beneficial for large images or streaming scenarios. It also features better error resilience, support for high bit depths, transparency (alpha channels), and various colour spaces. The format is deployed in frameworks such as IIIF (International Image Interoperability Framework), used by many heritage institutions to share digitised objects in a 2D format. • Usability: o Creation/Modification: Support for creating and editing JPEG 2000 files is significantly less common in mainstream consumer and prosumer image editing tools compared to JPEG or PNG. Specialized software, libraries (like OpenJPEG), or plugins are often required. o Performance/Resource Requirements: The wavelet transform and entropy coding used by JPEG 2000 can be more computationally complex to encode and decode than JPEG, potentially requiring more CPU resources and memory. While offering better compression ratios, this computational overhead can be a drawback for real-time applications on constrained hardware. The scalability features, however, could theoretically benefit VEs by allowing adaptive streaming of large textures based on viewpoint or bandwidth, although this requires specific implementation support. o Engine/Platform Integration: Native support for JPEG 2000 is generally absent in major game engines like Unity and Unreal Engine. Integrating JPEG 2000 assets would likely necessitate the use of third-party libraries or plugins for decoding, adding complexity and potential performance bottlenecks. A workflow would almost certainly involve converting JPEG 2000 assets to engine-supported formats prior to or during import. • Interoperability: o Content Creation Software: Limited support outside specialized domains. Not a common interchange format for general graphics workflows. o VE/AR Systems & Web Platforms: Poor interoperability. Native web browser support is limited (only Safari was noted as supporting it). Use on the web generally requires server-side conversion or client-side JavaScript decoders (which would likely have significant performance costs). Not practical for broad VE/AR deployment across diverse hardware and platforms. • Metadata Embedding Capabilities:
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 23 o The JP2 and JPX file formats, which act as containers for the JPEG 2000 codestream, provide mechanisms for embedding metadata. This can include color space information, resolution details, and potentially standardized schemas like EXIF or XMP (XMP support is mentioned for JP2). The JPX (JPEG 2000 Part 2) extension offers more advanced features, including richer metadata support. • Suitability for IMPULSE and Virtual Environments: o JPEG 2000's strengths in lossless compression, high bit depth support, and scalability make it a potentially strong candidate for archival purposes, like TIFF, but with better compression efficiency. o However, its significant lack of widespread adoption, limited software and tool support, poor native browser compatibility, and potential performance overhead for decoding make it impractical for use as a delivery format for images, textures or UI elements in VEs intended for broad accessibility. o Relying solely on it for delivery within the IMPULSE project would introduce significant technical hurdles and compatibility risks. 7.1.4 GIF (Graphics Interchange Format) • Overview: GIF is one of the earliest raster image formats widely used on the web, developed by CompuServe in 1987. It uses lossless LZW compression but is fundamentally limited to a palette of a maximum of 256 colours (8-bit indexed color) per frame. Its defining features are support for simple frame-based animation and the ability to designate one color in the palette as transparent (binary transparency, not alpha blending). • Usability: o Creation/Modification: Supported by nearly all image editing software, although primarily for legacy purposes or simple animations. Creating simple animations is straightforward. o Performance/Resource Requirements: For images with very few colours (like simple logos or diagrams), the combination of indexed color and LZW compression can result in very small file sizes. However, for images with continuous tones or complex graphics, the 256-color limit leads to significant quality degradation (dithering or banding). Animated GIFs can become large and inefficient for complex or long sequences compared to modern video codecs. Engine support exists, but GIFs are rarely used for in-game textures due to color limitations. They might occasionally be used for simple UI animations via plugins, but performance can be suboptimal. o Engine/Platform Integration: While engines like Unity and Unreal might be able to import GIF files (often converting them), they are not a recommended format for textures or sophisticated UI elements due to the severe color palette restriction. For UI animation, sprite sheets or engine-specific animation systems are generally preferred for better quality and control.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 24 • Interoperability: o Content Creation Software: Universally supported by image editing tools and web design software, though often superseded by PNG for static images needing lossless quality or transparency. o VE/AR Systems & Web Platforms: Universal support in all web browsers makes it highly interoperable for web content. Its persistence is largely due to its simplicity and ubiquity in online communication (memes, simple animations). It is not suitable for direct use in demanding VE/AR applications requiring high visual fidelity. • Metadata Embedding Capabilities: o GIF supports embedding textual information through Comment Extension blocks within the file structure. These are intended for human-readable comments, credits, or descriptions and are not part of the image data itself. GIF does not have standardized support for rich metadata formats like EXIF, IPTC, or XMP. Its metadata capabilities are therefore very basic and unstructured. Application-specific data can also be embedded using Application Extension blocks, but this is not standardized for metadata purposes. • Suitability for IMPULSE and Virtual Environments: o GIF is generally unsuitable for representing cultural heritage assets in VEs due to its severe 256-color limitation, which cannot accurately capture the nuances of photographs, artworks, or realistic textures. Its binary transparency is less flexible than the alpha channels offered by PNG or HEIF. o While animated GIFs could potentially be used for very simple UI indicators, modern alternatives like APNG, WebP animation, or video textures offer significantly better quality, color support, and often better performance. o The extremely limited metadata support is also a significant drawback for a project focused on documenting and sharing cultural heritage information. Its primary relevance is in legacy web contexts or informal digital communication, not high-fidelity virtual environments. 7.1.5 PNG (Portable Network Graphics) • Overview: PNG is a raster graphics file format designed as a patent-free, improved replacement for GIF. It utilizes lossless data compression. PNG supports a wide range of colour types, including palette-based (like GIF), grayscale, and true colour (24-bit RGB or 48-bit RGB), significantly exceeding GIF's 256-color limit. A key feature is its support for an alpha channel, allowing for variable transparency (semi-transparency), not just the binary transparency of GIF. PNG is intended for single static images; animation is handled by the related APNG format. • Usability: o Creation/Modification: Universally supported by all modern image editing software. Its lossless nature makes it ideal for intermediate storage during editing workflows, as no data is lost upon saving, unlike JPEG. o Performance/Resource Requirements: Lossless compression typically results in larger file sizes than lossy JPEG for photographic images but can be smaller
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 31 project and in VEs (e.g., as virtual books, information panels). Its strength lies in preserving document fidelity across platforms. For interactive text or adaptable content in VEs, extracting text or using other formats might be preferred. PDF/A is particularly suitable for long-term archival of project documentation. 7.2.2 TXT (Plain Text File) • Short Overview: TXT is a file format that contains plain, unformatted text. It stores characters using standard character encodings such as ASCII, UTF-8, or UTF-16. It is one of the simplest and most universal file formats. • Usability: o Creation/Modification: Can be created and modified by virtually any text editor (e.g., Notepad, Notepad++ TextEdit). Simplicity is its key feature. o Performance/Resource Requirements: Extremely lightweight with very small file sizes. Parsing and rendering are very fast and require minimal system resources. o Engine/Platform Integration (VE/AR Context): Text from .txt files can be easily loaded and displayed in VE/AR environments using standard UI text elements in game engines or platforms. It's suitable for displaying simple textual information, labels, or as a source for text-to-speech. • Interoperability: o Content Creation Software: Universally supported by all text editors and most software that handles text. o VE/AR Systems & Web Platforms: Text content is easily integrated into web pages and any VE/AR application that needs to display text. • Metadata Embedding Capabilities: TXT files inherently do not support embedded metadata within the file structure itself. Any metadata (e.g., author, creation date) must be stored separately or inferred from the file system. • Suitability for IMPULSE and VE: Suitable for simple textual data, notes, configuration files, or as a basic format for textual content that needs to be displayed or processed in VEs. Its lack of formatting and metadata support makes it unsuitable for rich documents but excellent for raw text content. Ensuring consistent use of character encodings (preferably UTF-8 for broad language support) is important. 7.2.3 RTF (Rich Text Format) • Short Overview: RTF is a proprietary document file format developed by Microsoft for cross-platform document interchange. It allows for text formatting (font, color, size), basic page layout, and embedding images. RTF files are human-readable to some extent, as they use control words and groups to represent formatting.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 32 • Usability: o Creation/Modification: Supported by many word processors (including Microsoft Word, LibreOffice Writer, Apple TextEdit) for both import and export. Editing is straightforward in these applications. o Performance/Resource Requirements: File sizes are generally larger than plain TXT but can be smaller than DOCX for similar content, especially if no complex objects are embedded. Parsing can be more resource-intensive than plain text. o Engine/Platform Integration (VE/AR Context): Direct rendering of RTF within game engines or VE platforms is uncommon. Typically, RTF content would need to be converted to plain text (losing formatting) or rendered to an image/texture for display in a VE. Libraries exist to parse RTF, which could be used to extract and display formatted text in custom UI elements. • Interoperability: o Content Creation Software: Good interoperability across a wide range of word processing applications on different operating systems. o VE/AR Systems & Web Platforms: Not directly supported for display in web browsers. For VE/AR, conversion is generally required. • Metadata Embedding Capabilities: RTF can store some basic document properties (e.g., title, author, subject, keywords) within its structure using specific control words (e.g., \title, \author). However, its metadata capabilities are less extensive and standardized compared to formats like PDF or DOCX with XMP support. • Suitability for IMPULSE and VE: Can be useful for exchanging formatted text documents where a degree of styling is needed and broader compatibility than DOCX is desired without relying on full PDF layout. For VE, the text would likely be extracted, or the document converted, for display. Its suitability is moderate, mainly as an interchange format that might then be processed for VE use. 7.2.4 DOCX (Office Open XML Document) • Short Overview: DOCX is the default file format for Microsoft Word, introduced with Microsoft Office 2007. It is an XML-based format, part of the Office Open XML (OOXML) standards. A DOCX file is a ZIP archive containing various XML files and other resources that make up the document (content, styles, metadata, images, etc.). • Usability: o Creation/Modification: Primarily created and edited using Microsoft Word. Other office suites like LibreOffice Writer, Google Docs, and Apple Pages offer varying degrees of compatibility for opening and saving DOCX files. o Performance/Resource Requirements: File sizes can vary significantly based on content complexity (embedded images, objects, formatting). Rendering complex DOCX documents requires a compatible word processing application. o Engine/Platform Integration (VE/AR Context): Direct rendering of DOCX files in game engines or VE platforms is not supported. To use content from DOCX
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 33 files in a VE, it would typically be converted to plain text, HTML, images, or PDF, or text content would be extracted for display in UI elements. • Interoperability: o Content Creation Software: Excellent interoperability with Microsoft Word. Good (though sometimes not perfect) interoperability with other major office suites. o VE/AR Systems & Web Platforms: Not directly viewable in web browsers without conversion (e.g., using online viewers like Google Docs or Microsoft Office Online which render them to HTML or other formats). For VE/AR, conversion or content extraction is necessary. • Metadata Embedding Capabilities: DOCX files have robust metadata support. This includes standard document properties (e.g., Title, Author, Subject, Keywords, Category, Status) accessible through the application's properties interface. Additionally, as an OOXML format, it can embed custom XML parts for extended metadata and supports Dublin Core metadata elements. • Suitability for IMPULSE and VE: Excellent for creating, sharing, and archiving richly formatted source documents within the IMPULSE project (e.g., reports, research papers, detailed documentation). For use in VEs, content will need to be extracted, or the document converted to a displayable format (e.g., PDF pages shown as textures, or text content for UI elements). Its rich formatting capabilities are less directly applicable to real-time VE rendering but crucial for source material. 7.2.5 ODF (OpenDocument Format) • Short Overview: ODF is an open standard, XML-based file format for office documents, including text documents (.odt), spreadsheets (.ods), presentations (.odp), and graphics (.odg). It was developed by OASIS and is the native format for office suites like LibreOffice and Apache OpenOffice. It is designed to provide an applicationindependent and vendor-neutral format for office documents. • Usability: o Creation/Modification: Primarily created and edited using office suites that support ODF natively, such as LibreOffice and Apache OpenOffice. Microsoft Office also has support for ODF formats. o Performance/Resource Requirements: Like DOCX, file sizes and performance depend on content complexity. Rendering requires a compatible office application. o Engine/Platform Integration (VE/AR Context): Like DOCX, direct rendering of ODF files (e.g., odt) in game engines or VE platforms is not common. Content would need to be converted or extracted for display in VEs. • Interoperability: o Content Creation Software: Excellent interoperability among office suites that prioritize open standards. Good support in major office suites, including Microsoft Office.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 34 o VE/AR Systems & Web Platforms: Not directly viewable in most web browsers without extensions or conversion. Some web-based office suites can view/edit ODF. For VE/AR, conversion or content extraction is required. • Metadata Embedding Capabilities: ODF has a powerful and standardized metadata system. It uses a meta.xml file within the ODF package (which is a ZIP archive) to store predefined metadata elements (based on Dublin Core, such as Title, Creator, Subject, Description, Date) and user-defined metadata fields. This facilitates good metadata management. • Suitability for IMPULSE and VE: Highly suitable as an open standard format for creating, sharing, and archiving richly formatted documents within the IMPULSE project, promoting long-term accessibility and interoperability. Its status as an ISO standard is beneficial. As with DOCX, for VE use, content needs to be extracted or converted. Its strong, standardized metadata support is an advantage. • 7.2.6 ALTO (Analyzed Layout and Text Object) XML • Short Overview: ALTO is an XML schema designed to store layout and content information for digitized written material (like pages of a book or newspaper) that has been processed by Optical Character Recognition (OCR) software. It describes the physical structure of a page (regions, text lines, words, glyphs) and the recognized text content, including coordinates and font information. It is often used in digital libraries. • Usability: o Creation/Modification: ALTO XML is typically generated as output by OCR engines (e.g., Tesseract OCR via post-processing, ABBYY FineReader). It can be modified using XML editors, but direct manual creation is complex and rare. o Performance/Resource Requirements: XML parsing can be resource-intensive for very large and complex ALTO files. The verbosity of XML means files can be relatively large. o Engine/Platform Integration (VE/AR Context): ALTO itself is not directly renderable in VEs. Its value is as a source of structured text content and layout information. This data can be parsed and used to reconstruct a visual representation of the document page (e.g., by placing text elements according to coordinates in a VE) or to enable text search and analysis on digitized documents displayed as images. • Interoperability: o Content Creation Software (OCR Software): Supported as an output format by several major OCR software packages and digital library systems. o VE/AR Systems & Web Platforms: The raw XML is not directly displayed. Data from ALTO can be used by web applications to provide features like text highlighting over page images, search, or text extraction. In VEs, this data could drive interactive elements associated with virtual documents. • Metadata Embedding Capabilities: ALTO files describe the layout and text of a page. They can contain metadata about the OCR processing (e.g., OCR engine name,
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 35 processing date) and basic descriptive metadata about the source document page. For richer bibliographic metadata, ALTO files are often used in conjunction with other metadata standards like METS (Metadata Encoding and Transmission Standard). • Suitability for IMPULSE and VE: Highly suitable for representing the output of OCR processing of digitized documents. It is a key format for making scanned textual heritage accessible and usable computationally. It is not a display format itself, but a data-rich source. This allows for full-text search, text extraction, and potentially recreating the textual layout for display alongside scanned images in a VE. 7.2.7 hOCR (HTML-based OCR format) • Short Overview: hOCR is an open standard format for representing OCR output. It embeds layout information (bounding boxes for pages, paragraphs, lines, words), character confidences, and other OCR-related information directly into an HTML file. This makes the OCRed text immediately viewable in a web browser and accessible to web technologies. • Usability: o Creation/Modification: Generated by various OCR engines, including Tesseract OCR. As it's HTML, it can be viewed directly in browsers and manipulated with HTML/XML tools, though direct editing of OCR metadata might be complex. o Performance/Resource Requirements: Being HTML, it's generally easy to parse and render in web browsers. File sizes depend on the amount of text and the detail of layout information. o Engine/Platform Integration (VE/AR Context): hOCR files can be displayed in web views embedded within VE/AR applications. The structured HTML can be parsed to extract text and layout information, like ALTO, for use in custom UI elements or for enabling text interaction with virtual documents. • Interoperability: o Content Creation Software (OCR Software): Supported by several OCR engines, particularly open-source ones. o VE/AR Systems & Web Platforms: Highly interoperable with web technologies due to their HTML base. This makes it easier to integrate OCR results into webbased VEs or applications. For non-web VEs, parsing the HTML structure is necessary. • Metadata Embedding Capabilities: hOCR uses HTML meta tags and custom attributes within HTML elements (e.g., class attributes like ocr_page, ocr_line, ocrx_word, and title attributes for bounding box and confidence information) to store metadata about the document structure and OCR process. • Suitability for IMPULSE and VE: Suitable for representing OCR output, especially when web-based display or easy browser previewing of the OCR layer is desired. It provides a good balance of human readability (via browser) and machine readability (parsing HTML for layout and text). Like ALTO, it's a source of data for enhancing
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 36 interactions with digitized documents in VEs (e.g., text search, highlighting over page images)
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 37 8 Analysis of 3D File Formats for Virtual Environments The selection of 3D file formats is arguably the most critical for virtual environments, as these formats define the geometry, appearance, structure, and behaviour of the virtual world itself. The landscape of 3D formats reflects an evolution driven by the increasing complexity of 3D assets and the demanding performance requirements of real-time rendering, especially in VR. Early formats like OBJ and STL focused on simple geometry descriptions. As needs grew, richer interchange formats emerged, capable of handling materials, animation, and scene structure, often tied to specific software ecosystems (e.g., FBX, native DCC formats like .blend, .max). However, the rise of web-based 3D and performance-constrained devices like mobile VR headsets spurred the development of modern transmission formats, specifically designed for efficient loading and rendering at runtime. glTF and USD are the leading file formats in this category, emphasizing performance, Physically Based Rendering (PBR) materials, and increasingly, open standards and extensibility. The choice for a project like IMPULSE involves balancing the need for high-fidelity representation of cultural heritage assets, interoperability across a potentially diverse toolchain, and the performance demands of immersive, real-time experiences. 8.1 glTF/GLB (GL Transmission Format) • Overview: glTF (GL Transmission Format) is a royalty-free, open standard specification developed and maintained by the Khronos Group, explicitly designed for the efficient transmission and loading of 3D scenes and models in applications, particularly web-based and real-time environments. Often dubbed the "JPEG of 3D," it aims to minimize both the file size of 3D assets, and the runtime processing required to unpack and render them. glTF 2.0 is the current version, supporting PBR (Physically Based Rendering) materials, geometry, scene graph hierarchy, animation and skins. It defines an extensible architecture allowing for additional features via extensions. glTF files can be represented as JSON (.glTF) with separate binary data (.bin) and textures or bundled into a single binary file (.glb) for easier distribution. • Usability: o Creation/Modification: glTF is primarily an export target format. Exporters are available for major DCC software including Blender (native import/export), Autodesk Maya, and 3ds Max. Various converters exist to translate from other formats like FBX or OBJ. While direct authoring in glTF is less common than in native DCC formats, the workflow involves preparing assets in standard tools and exporting to glTF for delivery. Tools for validation and preview are readily available. o Performance/Resource Requirements: Performance is a core design goal of glTF. The format structure is optimized for fast parsing and direct loading into GPU APIs like WebGL. Binary (.glb) format and mesh compression significantly reduce file sizes and loading times. PBR material definitions align well with
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 38 modern real-time rendering pipelines. It is well-suited for performancesensitive platforms like mobile VR and web browsers (WebXR). While highly efficient, very complex models (high polygon counts, large textures) can still pose performance challenges, especially in mobile AR/VR contexts. o Engine/Platform Integration: Excellent support in web-based 3D engines. Strong and growing support in major game engines like Unity and Unreal Engine, often recommended as a preferred import format alongside or as an alternative to FBX. Godot Engine uses glTF as its primary 3D interchange format. Integration is generally straightforward for core features. Native WebXR support is a significant advantage for web-based VR/AR applications. • Interoperability: o Content Creation Software: As an open standard, glTF promotes interoperability. Support is widespread and growing across DCC tools, converters, and platforms like Sketchfab. It serves as common ground for exchanging ready-to-render assets. o VE/AR Systems & Web Platforms: glTF is the leading standard for 3D asset delivery on the web (WebGL, WebXR). It's the format of choice for ARCore (Android's Scene Viewer) and is used as a basis for other standards like 3D Tiles (for streaming large geospatial datasets) and VRM (for VR avatars). • Metadata Embedding Capabilities: o The core glTF specification supports basic metadata within the asset object (e.g., copyright, generator) and allows arbitrary JSON data in extras properties on most objects. More structured and powerful metadata embedding is enabled through extensions. Key extensions include EXT_mesh_features and EXT_structural_metadata, which allow associating rich, structured metadata (e.g., properties like material type, historical significance, database IDs) with specific parts of a mesh (features) or even individual vertices/texels. This allows for semantic queries and styling within applications. Integration with external schemas like Schema.org is also possible. Accessing and utilizing this metadata depends on application/engine support for the specific extensions. • Suitability for IMPULSE and Virtual Environments: o glTF/GLB is highly suitable and strongly recommended as a primary delivery format for 3D cultural heritage assets within the IMPULSE project's virtual environments. Its focus on runtime efficiency, performance, and web compatibility aligns perfectly with the goals of accessibility across diverse platforms, including WebXR. o The open standard approach promotes interoperability and longevity, crucial for collaborative projects and archival considerations. PBR material support enables high-fidelity visual representation. o The extensible metadata system, particularly via extensions like EXT_structural_metadata, offers a powerful mechanism for embedding rich semantic information directly with the 3D models, enabling interactive exploration and contextual information display within the VE. This capability is particularly valuable for cultural heritage applications. Its position as the "JPEG of 3D" signals its importance as the modern standard for getting 3D assets efficiently into runtime applications.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 39 8.2 OBJ (Wavefront Object) • Overview: The OBJ file format, originating from Wavefront Technologies' Advanced Visualizer software, is a simple, text-based format primarily used to define the surface geometry of 3D models. It stores vertex positions, texture coordinates (UVs), vertex normals, and face definitions (lists of vertices forming polygons). While primarily geometric, it can reference external Material Template Library (.mtl) files to describe basic surface shading properties. OBJ is widely regarded as a vendor-neutral format for basic 3D mesh exchange. • Usability: o Creation/Modification: OBJ files can be exported from nearly all 3D modelling, sculpting, and CAD applications, making it a ubiquitous interchange option. It’s simple, human-readable text structure makes it relatively easy to parse or even manually edit for simple cases. o Performance/Resource Requirements: Being text-based, OBJ files can be larger and slower to parse than equivalent binary formats, especially complex models. Its major limitation is its feature set: it lacks native support for skeletal animation, morph targets, complex scene hierarchies, physically based materials (PBR), lights, or cameras. Performance in a VE context is therefore limited to static geometry. Rendering performance depends solely on the complexity (polygon count) of the imported mesh. o Engine/Platform Integration: Widely supported for importing static meshes in game engines like Unity and Unreal Engine. Integration is straightforward due to the format's simplicity, but it only brings in the basic geometry and potentially simple materials (if MTL is supported by the importer). • Interoperability: o Content Creation Software: Excellent interoperability for exchanging basic, static 3D mesh data between different software packages. However, the interpretation and support for associated MTL files can be inconsistent across applications, sometimes leading to loss of material information. o VE/AR Systems & Web Platforms: OBJ files can be loaded and displayed in web environments using libraries like Three.js or Babylon.js, but they are generally less efficient for web delivery than formats like glTF. OBJ is also commonly used as an input format for 3D printing workflows. • Metadata Embedding Capabilities: o The OBJ format itself has extremely limited metadata capabilities. It primarily stores geometric data and references to external MTL files. The MTL format allows defining basic material properties (colours, simple texture maps) but lacks a standardized way to embed rich metadata like authorship, licensing, or semantic information. Conventions exist for embedding vertex color data directly in the OBJ file, bypassing MTL, but this is not universally supported. Overall, OBJ is unsuitable for carrying complex metadata. • Suitability for IMPULSE and Virtual Environments: o OBJ can serve as a basic interchange format for simple, static 3D models of cultural heritage objects, particularly when broad compatibility with a wide
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 40 range of modelling or processing tools is required early in a pipeline. Its simplicity ensures that the core geometry can usually be transferred reliably. o However, its significant limitations – lack of support for animation, PBR materials, scene hierarchy, and meaningful metadata – make it insufficient as a primary format for creating rich, interactive, and informative virtual environments. Assets would need to be significantly enhanced in other software or formats (like glTF, USD, or FBX) before being suitable for the final VE application. Its role is best suited for simple geometry transfer or as input to processes like 3D printing. 8.3 USD (Universal Scene Description) • Overview: USD, or OpenUSD, is a powerful, open-source framework and ecosystem of file formats developed by Pixar Animation Studios. It goes beyond being just a file format; it's designed as a comprehensive system for describing, composing, simulating, and collaborating on complex 3D scenes. Key strengths include its nondestructive editing workflow based on layering and composition arcs (allowing multiple artists or data sources to contribute to a scene without overwriting each other's work), its scalability for handling extremely large datasets, and its focus on interoperability. USD supports a rich set of features including complex geometry (meshes, curves, points, subdivision surfaces), physically based materials and shading networks (UsdShade), lighting (UsdLux), skeletal and blend-shape animation, physics (UsdPhysics), and hierarchical scene structure. It utilizes several file formats: .usda (human-readable ASCII), .usdc (binary), .usd (can be either), or .usdz (a zerocompression zip archive designed for delivery, notably used by Apple for AR). The Alliance for OpenUSD (AOUSD), including Pixar, Adobe, Apple, Autodesk, and NVIDIA, promotes its standardization and development. • Usability: o Creation/Modification: Support for USD is rapidly growing across the DCC industry. Native or plugin-based support exists in tools like Maya, Houdini, Blender, 3ds Max, Cinema 4D, and various CAD applications. NVIDIA's Omniverse platform is built foundationally on OpenUSD, providing extensive tools for USD-based workflows and collaboration. The layering system enables powerful collaborative and non-destructive workflows but also introduces a level of complexity that requires understanding of USD's composition principles. o Performance/Resource Requirements: USD is designed with performance and scalability in mind, particularly for handling the massive datasets encountered in film production and complex simulations. Its architecture allows for efficient data streaming and lazy loading. Real-time rendering performance is a key focus, especially within integrated platforms like Omniverse and through engine plugins. While both USD and glTF aim for real-time efficiency, USD's strength lies more in composing and managing complex scenes, whereas glTF is more focused on streamlined delivery of individual assets. Performance in specific VR/AR applications depends heavily on the complexity of the composed scene and the efficiency of the runtime implementation.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 47 o VE/AR Systems & Web Platforms: X3D has a strong emphasis on web integration through HTML5 and the DOM, facilitated by libraries like X3DOM and X_ITE. This makes it a viable option for creating complex, interactive 3D experiences directly within web browsers, including potential WebXR applications. • Metadata Embedding Capabilities: o X3D provides robust and flexible mechanisms for embedding metadata. Metadata can be associated with the entire scene using <meta> tags within the <head> section (like HTML, but these are typically not persistent after loading). More importantly, X3D defines specific metadata node types (MetadataBoolean, MetadataDouble, MetadataFloat, MetadataInteger, MetadataString, MetadataSet) that can be attached as children to almost any node in the scene graph. These nodes store typed arrays of values, have name attributes for identification, and an optional reference attribute to link to external definitions or schemas (e.g., Dublin Core, FOAF, or custom ontologies). The WorldInfo node also provides basic title and info string fields. This structured, typed, and referenceable metadata system is excellent for embedding rich semantic information directly within the 3D scene structure. • Suitability for IMPULSE and Virtual Environments: o X3D offers several advantages for the IMPULSE project, particularly if webbased delivery of interactive cultural heritage experiences is a primary goal. Its strengths include: ▪ Open Standard (ISO/IEC): Ensures longevity and avoids vendor lock-in. ▪ Rich Feature Set: Supports diverse geometry types, PBR, animation, scripting, and specialized components like Geospatial and HAnim that could be relevant to certain cultural heritage contexts. ▪ Strong Metadata Support: The dedicated metadata nodes allow for deep semantic annotation of scene elements, ideal for educational and informational purposes. ▪ Web Integration: Mature solutions (X3DOM, X_ITE) enable direct embedding and interaction within web pages without plugins. o However, its weaker integration with mainstream game engines (Unity/Unreal) compared to FBX, glTF, or USD makes it less suitable if the primary development platform is one of those engines. While technically capable, it faces strong competition from the simpler, widely adopted glTF format for many web delivery use cases. X3D is best suited for projects prioritizing web standards, deep metadata integration, and potentially leveraging its specialized components. 8.8 DAE (Collada - Collaborative Design Activity) • Overview: COLLADA (Collaborative Design Activity) is an XML-based schema and file format (.dae) designed as an open standard interchange format for 3D digital assets. Managed by the Khronos Group (the same body overseeing glTF, OpenGL, Vulkan, etc.), its goal is to facilitate the transfer of assets between different DCC applications (like Maya, 3ds Max, Blender) while preserving information such as geometry, materials, textures, animations (including skinning and morphs), physics,
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 48 and kinematics. It is intended primarily as an intermediate format within a production pipeline, rather than an optimized format for final delivery or runtime loading. • Usability: o Creation/Modification: COLLADA (.dae) export is supported by many major 3D DCC packages, either natively or through plugins. Its XML structure means files can be inspected or potentially modified using text editors, which can be useful for debugging or custom processing. o Performance/Resource Requirements: Being an XML-based format, COLLADA files can be verbose and significantly larger than equivalent binary formats like FBX or GLB. Parsing XML is generally slower and more memory-intensive than parsing optimized binary data structures. Consequently, COLLADA is not wellsuited for direct loading and rendering in performance-critical real-time applications or VEs. Its role is in the offline interchange of assets between tools. Engine import times for DAE files might be slower than for FBX or glTF. Unreal Engine developers historically favoured improving FBX reliability over adding native DAE support due to potential complexities and edge cases. o Engine/Platform Integration: Engine support for COLLADA varies. Unity provides some level of support for importing.dae files. Unreal Engine has historically lacked robust native support, with the recommendation often being to convert DAE files to FBX using external tools (like Autodesk's FBX Converter) before importing into Unreal. The focus of engine developers has generally been on optimizing pipelines for FBX and, more recently, glTF and USD. • Interoperability: o Content Creation Software: COLLADA was designed specifically to improve interoperability between different DCC tools, aiming to provide a more reliable transfer of complex asset data than older formats like OBJ or 3DS. It can be effective for moving assets, including animations and materials, between software packages that might have poor native compatibility. However, the complexity of the format and potential differences in implementation across tools can still lead to interoperability issues or loss of data in some cases. o VE/AR Systems & Web Platforms: COLLADA is not suitable for direct use in web browsers or as an optimized runtime format for VE/AR systems. Assets must be converted to formats like glTF for web delivery or optimized engine formats. • Metadata Embedding Capabilities: o The XML structure of COLLADA allows for the inclusion of metadata. The schema defines elements for asset information, such as contributor details (author, comments, creation dates), units, and coordinate system orientation (<asset>). It also allows for application-specific data to be embedded using <extra> tags within various elements throughout the file structure. This provides a mechanism for storing custom data or metadata relevant to specific tools or pipelines, although standardization relies on convention rather than predefined metadata schemas like XMP within the core specification.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 49 • Suitability for IMPULSE and Virtual Environments: o COLLADA could potentially serve as an open interchange format within the IMPULSE project's pipeline, particularly if there's a need to transfer complex assets between different DCC tools where FBX might prove problematic, or if an open, text-based intermediate format is strongly preferred for archival or processing reasons. o However, it is not suitable as a final delivery format for the virtual environment itself due to performance limitations (large file size, slow parsing) and less robust game engine support compared to FBX, glTF, or USD. o Its role would be strictly as an intermediate step, requiring conversion to an optimized runtime format before use in the VE. Given the strong support for FBX and the rise of glTF/USD, the necessity for using COLLADA in a modern pipeline might be limited unless specific tool compatibility issues arise. 8.9 STL (Stereolithography / Standard Triangle Language) • Overview: STL is one of the oldest 3D file formats, originally developed for stereolithography-based 3D printing systems. Its purpose is solely to describe the surface geometry of a 3D object as a collection of unordered, interconnected triangles (a "triangle soup" or tessellation). Each triangle is defined by the 3D coordinates of its three vertices and a surface normal vector indicating the outward direction. STL exists in two forms: ASCII (text-based, human-readable but verbose) and binary (more compact and much more common in practice). • Usability: o Creation/Modification: STL files can be exported from virtually all CAD packages and 3D modelling software. The simplicity of the format makes exports straightforward. Direct modification usually involves mesh editing tools. o Performance/Resource Requirements: The format only contains raw triangle geometry. Performance in a rendering context depends entirely on the number of triangles in the mesh. File size is determined by the triangle count, and whether ASCII or binary encoding is used (binary is significantly smaller). STL lacks any concept of materials, textures, colours, levels of detail (LODs), instancing, or other optimization structures crucial for efficient rendering in complex VEs. o Engine/Platform Integration: Game engines like Unity and Unreal Engine can typically import STL files as static geometry. However, the lack of UV coordinates, material information, or animation support severely limits its utility within an engine. Imported STL models would require significant additional work within the engine (UV unwrapping, material assignment) to be visually useful. • Interoperability: o Content Creation Software: Excellent interoperability as an export format from CAD and 3D modelling tools, primarily for outputting geometry for 3D printing. o VE/AR Systems & Web Platforms: STL is the de facto standard input format for most 3D printers and slicing software. It is not suitable for web delivery
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 50 or for creating visually rich VE/AR experiences due to its lack of appearance information. • Metadata Embedding Capabilities: o The STL file format has no capability to store metadata. It does not support information about colour, texture, materials, authorship, copyright, or any other attributes beyond the raw surface geometry defined by triangles. • Suitability for IMPULSE and Virtual Environments: o STL's primary and essentially only relevance to the IMPULSE project would be if 3D printing of physical replicas of cultural heritage objects is a requirement. It is the standard format for this purpose. o It is completely unsuitable for creating the digital assets (visually rich, potentially interactive 3D models) needed for the virtual environment itself, due to its fundamental lack of support for colour, textures, materials, animation, and metadata. Using STL data as a starting point for a VE asset would require extensive processing and data addition in other software. Its simplicity, while beneficial for additive manufacturing, makes it inadequate for the complexities of modern virtual environments. 8.10 Alembic (.abc) • Overview: Alembic is an open-source computer graphics interchange file format, developed collaboratively by Sony Pictures Imageworks and Industrial Light & Magic. Its primary purpose is to efficiently store and exchange complex, animated geometry by "baking" the results of simulations or procedural animation into a sequence of sampled geometric data over time. It focuses on capturing the final vertex positions, topology changes, transforms, and other geometric attributes, rather than the underlying rigs or procedural setups that generated them. This makes it ideal for transferring data like fluid simulations, cloth dynamics, fracturing objects, or complex character deformations between different software packages or into rendering/game engines. Alembic supports polygon meshes, subdivision surfaces, NURBS curves/patches, particles, transform hierarchies, and cameras, with initial support for materials and lights added later. • Usability: o Creation/Modification: Alembic files are typically exported from high-end DCC and VFX software where complex simulations or animations are generated, such as Maya, Houdini, 3ds Max, Blender, Cinema 4D, RealFlow, etc. It's an output format representing the computed results, not usually a format for direct interactive modelling. o Performance/Resource Requirements: Alembic is designed for efficient storage and streaming of potentially very large and dense animated geometry caches. Performance in a real-time engine depends on factors like the complexity of the geometry per frame, the length of the animation, the efficiency of the engine's Alembic streaming implementation, and available memory/disk bandwidth. While it enables the use of extremely complex animations not achievable with traditional methods, playing back dense, rapidly changing vertex caches can be computationally expensive compared to standard
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 51 skeletal animation. File sizes can become very large for long or high-resolution caches. o Engine/Platform Integration: Both Unity (via an official package) and Unreal Engine (native importer) support importing Alembic files. This allows developers to bring in complex, pre-baked vertex animations for things like detailed facial performances, cloth simulations, or environmental effects that go beyond the capabilities of standard skeletal animation systems. Integration involves managing the playback and streaming of the geometry cache asset within the engine. Careful performance profiling is often required. • Interoperability: o Content Creation Software: Alembic has become widely adopted as a standard interchange format within the visual effects and animation industries, ensuring good compatibility for transferring baked geometry between major software packages. o VE/AR Systems & Web Platforms: Alembic is not designed for direct web delivery. Its use in VE/AR is primarily through import into game engines for high-fidelity applications requiring complex, non-skeletal animations. • Metadata Embedding Capabilities: o Alembic supports the storage of arbitrary user-defined properties (metadata) associated with objects within the Alembic hierarchy. Tools like Houdini and Blender provide mechanisms to export and import these user properties, often represented as JSON strings stored in attributes. It can also store the hierarchical path of objects as an attribute. While this allows for embedding custom data, Alembic's primary focus is on the geometry cache itself, and it doesn't have the same level of sophisticated, structured metadata schemas and composition features found in formats like USD. The Alembic library mentioned in relates to database migrations using SQLAlchemy and is distinct from the graphics file format. • Suitability for IMPULSE and Virtual Environments: o Alembic could be valuable for the IMPULSE project in specific scenarios requiring the import of highly complex, pre-computed animations that cannot be adequately represented using standard skeletal animation techniques. Examples relevant to cultural heritage might include: ▪ Accurate cloth simulation for historical garments on animated characters. ▪ Complex destruction or transformation sequences for visualizing historical events or processes. ▪ High-fidelity facial animation captured from performance capture systems. o It serves as a specialized tool for these demanding cases, complementing standard animation workflows using FBX or glTF. It is not a general-purpose asset format for static models or standard character rigging. Performance implications and potentially large file sizes need careful consideration during production.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 52 8.11 STEP/STP (Standard for the Exchange of Product model data - ISO 10303) • Overview: STEP (Standard for the Exchange of Product model data), formally ISO 10303, is a comprehensive international standard designed for the representation and exchange of product data throughout its lifecycle, particularly within ComputerAided Design (CAD), Computer-Aided Manufacturing (CAM), and Computer-Aided Engineering (CAE) systems. Unlike mesh-based formats (like STL, OBJ, glTF), STEP typically represents geometry using precise mathematical descriptions (Boundary Representation or B-rep), which define solids and surfaces exactly, rather than approximating them with polygons. The standard is extensive, composed of many parts, including the EXPRESS data modelling language used to define schemas, and various Application Protocols (APs) tailored to specific industries or lifecycle stages (e.g., AP203 for configuration-controlled design, AP214 for automotive, AP242 for managed model-based 3D engineering, which includes Product Manufacturing Information - PMI). Files commonly use the .step or .stp extension. • Usability: o Creation/Modification: STEP is the primary vendor-neutral export format for nearly all professional mechanical CAD systems (e.g., CATIA, SolidWorks, Siemens NX, Creo, Inventor). It's designed for transferring high-fidelity design data between these systems. Direct modification typically occurs within CAD software. o Performance/Resource Requirements: STEP files represent precise B-rep geometry, which is not directly usable by the polygon-based rendering pipelines of real-time game engines. To use STEP data in a VE, the geometry must be tessellated – converted into a polygonal mesh. This tessellation process can be computationally intensive, and the quality (accuracy vs. polygon count) needs careful control to balance visual fidelity with real-time performance requirements. STEP files themselves can be large, and the resulting meshes can be extremely dense if not optimized. Direct runtime use is impossible; significant data preparation is required. o Engine/Platform Integration: Game engines like Unity and Unreal Engine do not natively support importing STEP files. Integrating STEP data requires specialized third-party plugins or middleware (e.g., PiXYZ plugin, Autodesk Platform Services (formerly Forge), CADfix VIZ, SimLab Composer) that handle the import, tessellation, and optimization of the CAD data into formats the engine can understand (typically converting to meshes like FBX or enginenative formats). This CAD-to-VE data preparation pipeline is a critical and often complex part of using engineering data in real-time applications. • Interoperability: o Content Creation Software: STEP is the gold standard for high-fidelity, vendorneutral exchange of 3D CAD data between different mechanical CAD, CAM, and CAE systems. It ensures that precise geometric definitions are maintained during transfer.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 53 o VE/AR Systems & Web Platforms: Not suitable for direct use. Requires conversion and optimization for real-time rendering. The focus is on engineering and manufacturing data exchange, not real-time delivery. • Metadata Embedding Capabilities: o STEP has powerful capabilities for embedding rich product data beyond just geometry. Application Protocols like AP242 explicitly support Product Manufacturing Information (PMI), which includes geometric dimensions and tolerances (GD&T), 3D annotations, surface finish specifications, material information, and other data critical for manufacturing and inspection. This metadata is structured according to the EXPRESS schemas defined in the standard. Accessing and utilizing this embedded PMI within a VE typically requires specialized tools or plugins capable of parsing the STEP file and translating the PMI into a usable format (e.g., visual annotations, data overlays). • Suitability for IMPULSE and Virtual Environments: o STEP is highly relevant if the IMPULSE project involves working with precise CAD models of cultural heritage objects. This could include: ▪ Digitizing industrial heritage sites or machinery. ▪ Creating accurate digital reconstructions based on engineering drawings. ▪ Working with objects where precise dimensions and manufacturing details (potentially represented as PMI) are important. o Its strength lies in preserving geometric accuracy and potentially rich technical metadata (PMI). o However, using STEP data in a VE necessitates a dedicated data preparation pipeline involving tessellation and optimization tools to convert the precise Brep geometry into performant polygonal meshes suitable for real-time rendering. This adds complexity to the workflow compared to working directly with mesh-based formats. It is unsuitable if assets are primarily derived from artistic modelling or 3D scanning (where formats like FBX, glTF, or PLY might be more direct). 8.12 Blender (.blend) • Overview: The .blend file is the native project file format for Blender, the popular open-source 3D creation suite. It is a binary format designed to save the entire state of a Blender project, including not just 3D models (meshes, curves, surfaces) but also materials, textures, lighting setups, animation data (keyframes, rigs, constraints), physics simulations, particle systems, compositing node trees, scene settings, Python scripts, and even the user interface layout. Essentially, it's a direct dump of Blender's internal data structures to disk, designed for saving and resuming work within Blender itself. It includes a "Structure DNA" block that describes the data structures used, enabling a degree of forward and backward compatibility between different Blender versions.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 54 • Usability: o Creation/Modification: .blend files are created, edited, and saved exclusively using the Blender application. They provide the most complete way to save and reopen a Blender project with all settings and data intact. o Performance/Resource Requirements: As a native project format containing potentially vast amounts of diverse data, .blend files can become very large. They are not designed or optimized for direct use as an interchange or runtime delivery format. Loading .blend files in external applications requires parsing Blender's complex and version-specific internal data structures, which can be slow and challenging to implement robustly. Performance in game engines relies entirely on the efficiency of the engine's .blend importer. o Engine/Platform Integration: Both Unity and Unreal Engine have developed direct .blend file importers. This offers a potentially streamlined workflow for Blender users, bypassing the need for manual export to formats like FBX or glTF. The importer runs Blender in the background to convert the .blend data into engine-compatible assets. However, this process can have limitations: it depends on having Blender installed correctly, might be slower than importing pre-exported files, and may not support all Blender features or data types perfectly. Issues with exporting complex animations or specific features to FBX from Blender are sometimes reported, which might influence the choice between direct import and exporting to FBX/glTF. • Interoperability: o Content Creation Software: .blend files are primarily intended for use within Blender. While direct importers in Unity and Unreal enhance interoperability with those specific engines, .blend is not a general-purpose interchange format for exchanging data with other DCC tools (like Maya, 3ds Max, Houdini). For broader interoperability, Blender users rely on exporting to standard formats like FBX, glTF, OBJ, DAE, etc. o VE/AR Systems & Web Platforms: Not suitable for direct delivery. Assets must be exported from Blender (or imported via direct importer) into engine-specific or web-friendly formats (like glTF). • Metadata Embedding Capabilities: o Blender provides a powerful and flexible system for embedding custom metadata through its "Custom Properties" feature. Custom properties can be added to almost any data block (objects, meshes, materials, bones, scenes, etc.) and can store various data types, including integers, floats, strings, booleans, and arrays (which can represent vectors or colours). These properties are stored within the .blend file and can be used extensively for rigging setups, driving parameters, storing application-specific data for Python scripts, or adding semantic information to assets. The extent to which this custom metadata is recognized and transferred by the direct .blend importers in Unity or Unreal depends on the specific implementation of those importers. Exporting to formats like glTF (with metadata extensions) or FBX might be necessary to transfer certain custom properties reliably.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 55 • Suitability for IMPULSE and Virtual Environments: o If Blender is used as a primary authoring tool within the IMPULSE project, the .blend format is essential for saving and managing the source project files. o For integrating assets into game engines (Unity/Unreal), developers have the choice between using the direct .blend importer for convenience or exporting to standard interchange formats like FBX or glTF for potentially greater control, reliability, or compatibility, especially with complex assets or specific metadata requirements. o .blend files themselves are not suitable for final delivery or archival interchange outside the Blender ecosystem or direct engine integration workflows. The project should define clear export standards (e.g., glTF for delivery, potentially FBX or USD for interchange) regardless of whether direct .blend import is used during development. Blender's custom properties offer a good way to manage metadata during authoring. 8.13 3DS (.3ds) • Overview: The.3ds format is a legacy binary file format originating from Autodesk's early 3D Studio DOS software (precursor to 3ds Max). It was one of the first widely used formats for 3D graphics and became a common, albeit limited, interchange format. It stores basic 3D information, including mesh geometry (triangles only), material colours and basic texture mapping information (using DOS 8.3 filenames), lighting, cameras, and basic object hierarchy and animation keyframes. It uses a chunk-based structure. • Usability: o Creation/Modification: Export support for.3ds exists in many 3D modelling applications, including 3ds Max and Blender, largely for compatibility with older software or specific pipelines that still rely on it. It is not a format typically used for primary authoring in modern workflows. o Performance/Resource Requirements: The format suffers from significant limitations imposed by its DOS origins: ▪ Meshes must be composed only of triangles. ▪ Vertex and polygon count per mesh are limited (often cited as 65,536). ▪ Texture filenames are restricted to the 8.3 DOS naming convention. ▪ Object, light, and camera names have short character limits (e.g., 10 characters). Material names are also limited (e.g., 16 characters). ▪ Accurate vertex normals are not stored; instead, it relies on "smoothing groups" (a bitmask per face) for the receiving application to recalculate normals, which can lead to inconsistencies. ▪ Limited support for modern material properties (no PBR) or advanced lighting (e.g., no directional lights). These limitations restrict the complexity and visual fidelity of assets that can be represented. Performance in modern engines is generally not a primary concern as the format's limitations prevent highly complex assets, but the lack of features is the main issue.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 56 o Engine/Platform Integration: Support for importing.3ds files may exist in engines like Unity or Unreal, often as a legacy option. However, due to its severe limitations, it is rarely recommended or used in modern game development workflows compared to FBX, glTF, or even OBJ. • Interoperability: o Content Creation Software: While export support exists in many tools, its limitations often make it a poor choice for reliable interchange compared to formats like FBX or OBJ. Smoothing group interpretation can vary, and the strict naming/count limits can cause data truncation or errors. o VE/AR Systems & Web Platforms: Not suitable for modern VE/AR or web delivery due to its limitations and lack of support for essential features. • Metadata Embedding Capabilities: o The.3ds format has very rudimentary metadata capabilities. It primarily stores the scene elements themselves (geometry, materials, lights, hierarchy). There are no standardized mechanisms for embedding rich descriptive metadata like EXIF, IPTC, XMP, or custom properties in the way modern formats support. Information is limited to basic object/material names (with strict length constraints) and the inherent structure. • Suitability for IMPULSE and Virtual Environments: o The.3ds format is entirely unsuitable for use in the IMPULSE project for creating or exchanging assets for modern virtual environments. Its severe limitations on geometry complexity, naming conventions, texture handling, materials, lighting, and lack of metadata support make it obsolete for representing cultural heritage assets with the required fidelity and richness. o Its only potential relevance would be in dealing with very old legacy 3D data that might only exist in this format, which would necessitate immediate conversion to a more capable format like FBX or glTF. It should not be considered for any new asset creation or pipeline development. 8.14 3ds Max (.max) • Overview: The .max file format is the native, proprietary project file format for Autodesk 3ds Max, a widely used professional 3D modelling, animation, and rendering software package. Similar to Blender's .blend files, .max files are designed to save the complete state of a 3ds Max scene, including all geometry (meshes, patches, NURBS), modifiers, materials (including complex shader networks), textures, lighting setups, cameras, animation controllers and keyframes, particle systems, simulation data, scene settings, helper objects, and potentially plugin-specific data. It retains all information specific to 3ds Max, allowing users to save and reload their work within the application without loss of data or functionality. • Usability: o Creation/Modification: .max files are created, edited, and saved exclusively within Autodesk 3ds Max. They are the standard way to work on projects within the 3ds Max environment.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 63 • Metadata Embedding Capabilities: o AAC audio data is typically stored within container formats like MP4 (.mp4,.m4a), 3GP, or MPEG Transport Streams (.ts). Metadata is handled in the container format. The MP4 container, commonly used for AAC (.m4a extension for audio-only files), supports embedding metadata using its own atom structure (based on QuickTime) and can also contain XMP metadata. This allows for storing standard tags like title, artist, album, as well as more extensive information. • Suitability for IMPULSE and Virtual Environments: o AAC is a very suitable format for delivering compressed audio (background music, ambient sounds, voiceovers) in VEs, especially for applications targeting mobile platforms (iOS/Android) or web streaming, due to its excellent balance of quality, compression efficiency, and broad compatibility. 9.1.5 Ogg Vorbis (.ogg) • Overview: Ogg Vorbis is an open-source, royalty-free, lossy audio compression format. It is part of the Xiph.org multimedia project, which also includes the Ogg container format (of which Vorbis is a component, but often the terms are used interchangeably when referring to audio files). Vorbis was designed as a technically superior alternative to MP3, offering better quality at equivalent bitrates, especially at lower bitrates, and supporting multi-channel audio. Its open nature makes it free from patent encumbrances, which has historically been a significant advantage over proprietary formats like MP3 and AAC. • Usability: • Creation/Modification: Ogg Vorbis files can be created from uncompressed audio sources (like WAV or FLAC) using various free and open-source encoders (e.g., Audacity, FFmpeg). Like other lossy formats, direct editing can lead to quality degradation upon re-compression; it's best to edit the original uncompressed source. • Performance/Resource Requirements: Ogg Vorbis offers good compression efficiency, resulting in smaller file sizes than uncompressed formats, which benefits storage and loading times. Decoding is generally efficient and welloptimized for software playback. It can be more CPU-intensive to decode than MP3, but on modern hardware, this difference is usually negligible. Its variable bitrate (VBR) encoding allows for dynamic quality and file size adjustments. It's particularly well-suited for game audio due to efficient streaming capabilities and good loopability. • Engine/Platform Integration: Ogg Vorbis has excellent native support in major game engines like Unity and Unreal Engine. It is often the default or recommended lossy audio format for in-game audio due to its open nature, good performance characteristics, and the ability to seamlessly loop audio without introducing silence or gaps (a common issue with poorly encoded MP3s).
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 64 • Interoperability: • Content Creation Software: Supported by a wide range of audio players, media management software, and many DAWs, especially in the open-source community. It is a common format in game development pipelines. • VE/AR Systems & Web Platforms: While not as universally supported as MP3 or AAC for direct HTML5 audio playback across all browsers, support has significantly improved (e.g., Firefox and Chrome support it). It is widely used in desktop and mobile gaming due to its strong engine integration. For web-based VEs, it might require fallbacks or specific libraries if broad browser compatibility is needed, though its usage is strong in the game development space. • Metadata Embedding Capabilities: Ogg Vorbis uses "Vorbis comments" for metadata embedding. This is a flexible, text-based key-value system that allows for standard tags (e.g., ARTIST, TITLE, ALBUM, GENRE) and custom, user-defined tags. Multiple tags with the same name are allowed. This system is similar to how FLAC embeds metadata. While simple, it is robust and extensible enough for embedding descriptive metadata relevant to cultural heritage assets. • Suitability for IMPULSE and Virtual Environments: Ogg Vorbis is highly suitable and recommended for delivering compressed audio content (background music, ambient sounds, voiceovers, and most sound effects) within the IMPULSE project's virtual environments. Its key advantages for this project include: o Open Standard and Royalty-Free: Aligns with principles of long-term accessibility and avoids proprietary licensing concerns, crucial for a public cultural heritage project. o Good Compression Efficiency and Quality: Offers excellent quality at competitive file sizes, often outperforming MP3 at lower bitrates. o Excellent Engine Integration: Its robust native support in Unity and Unreal Engine streamlines the development workflow. o Seamless Looping: Critical for ambient soundscapes and background music in VEs. o Flexible Metadata: Vorbis comments provide a simple yet effective way to embed descriptive metadata. • While WAV or FLAC should be used for archival source audio to preserve lossless quality , Ogg Vorbis is an excellent choice for the optimized, performant audio assets used at runtime within the virtual environments, balancing quality and efficiency effectively. 9.2 Audio Visual Format 9.2.1 MP4 (MPEG-4 Part 14) • Short Overview: MP4 is a digital multimedia container format most used to store video and audio, but it can also be used to store other data such as subtitles and still images. It is an international standard and one of the most universal and widely supported formats for video distribution and playback, especially on the web and mobile devices. It offers a good balance between file size and quality.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 65 • Usability: o Creation/Modification: MP4 files can be created and edited by a vast array of video editing software, from professional suites to consumer-level applications. Many cameras and mobile devices can also record directly in MP4 format. o Performance/Resource Requirements: MP4 files are known for their good compression, leading to relatively small file sizes for good quality video, which is beneficial for streaming and storage. Playback is generally efficient and wellsupported by hardware acceleration on most modern devices. o Engine/Platform Integration: Most game engines and development platforms (like Unity and Unreal Engine) support MP4 import and playback, often using native operating system capabilities or built-in libraries. It's a common choice for in-application video. • Interoperability: o Content Creation Software: Excellent interoperability with virtually all video editing software, converters, and media players. o VE/AR Systems & Web Platforms: Highly interoperable. MP4 is a standard format for HTML5 video and is widely supported by web browsers, making it ideal for web-based VR/AR experiences and general web video. Most VR/AR systems and devices support MP4 playback. • Metadata Embedding Capabilities: MP4 files can store metadata within their structure, often using a format based on Apple's QuickTime container format. This can include standard tags like title, artist, album (for audio), creation date, and copyright information. It can also accommodate XMP (Extensible Metadata Platform) data for more extensive and structured metadata. The MP4-AT extension allows for auxiliary tracks and specific metadata for editing operations. • Suitability for IMPULSE and Virtual Environments: Highly suitable. Its universality, good compression, wide compatibility, and reasonable metadata support make MP4 an excellent choice for delivering video content within the IMPULSE project, especially for web-based applications, training materials, or in-VE displays. 9.2.2 AVI (Audio Video Interleave) • Short Overview: AVI is a multimedia container format introduced by Microsoft in November 1992 as part of its Video for Windows technology. It can contain both audio and video data in a file container that allows synchronous audio-with-video playback. While an older format, it can support multiple codecs. • Usability: o Creation/Modification: AVI files can be created and edited by many video editing tools, particularly on Windows. However, it's less common as a primary export format in modern workflows compared to MP4. o Performance/Resource Requirements: File sizes can vary greatly depending on the codec used within the AVI container. Uncompressed or less efficiently compressed AVIs can be very large. Playback performance also depends on the codec and system support.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 66 o Engine/Platform Integration: Support in game engines and modern platforms can be mixed. While many systems can play AVI files (often relying on OS-level codecs), it's not always the most efficient or recommended format for integration into VEs due to potential codec compatibility issues and larger file sizes compared to more modern alternatives. Microsoft specified how DV data can be stored in AVI files (Type-1 and Type-2). • Interoperability: o Content Creation Software: Good support for older and Windows-based video editing software. Modern cross-platform tools still often support import, but export might be less emphasized. o VE/AR Systems & Web Platforms: Less suitable for web platforms due to potentially large file sizes and inconsistent browser support. For VE/AR systems, conversion to more optimized formats are often preferred. • Metadata Embedding Capabilities: AVI files can store some basic metadata in the RIFF INFO chunk, including information like title, artist, copyright, and creation date. However, its metadata capabilities are generally less extensive and standardized compared to formats like MP4 or MKV. • Suitability for IMPULSE and Virtual Environments: Generally, less suitable for final delivery in modern VE applications due to potential issues with file size, codec compatibility, and limited metadata features compared to MP4 or MKV. It might be encountered with legacy footage, in which case conversion to a more suitable format would be advisable. 9.2.3 MOV (QuickTime File Format) • Short Overview: MOV is a multimedia container file format developed by Apple and is native to the QuickTime framework. It can contain video, audio, text, effects, and subtitles. It's widely used in professional video editing environments, especially within the Apple ecosystem. • Usability: o Creation/Modification: Excellently supported by video editing software on macOS (e.g., Final Cut Pro, Adobe Premiere Pro). Many cameras, particularly those popular in professional videography, can record in MOV format. o Performance/Resource Requirements: Like MP4, MOV is a container, and the performance depends heavily on the codecs used (e.g., H.264, ProRes). Files can range from highly compressed for distribution to very large, highquality files for professional editing. Playback is well-optimized on Apple devices. o Engine/Platform Integration: Support in game engines (Unity, Unreal Engine) is generally good, especially for common codecs like H.264. However, some professional codecs within MOV containers might require conversion for broader compatibility or optimal performance in VEs. • Interoperability: o Content Creation Software: Very good interoperability, especially in professional video workflows and across Apple software. Windows support is generally good with QuickTime or compatible players/editors installed.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 67 o VE/AR Systems & Web Platforms: MOV files using common codecs like H.264 are often playable on web platforms and VE/AR systems. However, for maximum web compatibility, MP4 is sometimes preferred. Some proprietary Apple codecs (like ProRes) are not natively supported in web browsers. • Metadata Embedding Capabilities: MOV files have robust metadata capabilities, derived from the QuickTime format structure. They can store a wide range of metadata, including descriptive information (title, director, copyright), technical details, timecode, and custom annotations. This makes it suitable for professional workflows where metadata is important. • Suitability for IMPULSE and Virtual Environments: Suitable, particularly if source footage comes from Apple devices or professional video production workflows that use MOV. For broader distribution or web use within the project, conversion to MP4 might be considered to ensure maximum compatibility, unless specific highquality Apple codecs are required for archival or specific presentation purposes. 9.2.4 MKV (Matroska Multimedia Container) • Short Overview: MKV is an open standard, free container format that can hold an unlimited number of video, audio, picture, or subtitle tracks in one file. It's known for its flexibility and support for a wide range of codecs and features, such as multiple audio and subtitle tracks, chapter points, and rich metadata. It is based on EBML (Extensible Binary Meta Language). • Usability: o Creation/Modification: MKV files can be created using various tools. Many video converters and editors support MKV. Its flexibility allows for packaging diverse multimedia elements. o Performance/Resource Requirements: Performance depends on the codecs used within the container. MKV itself adds little overhead. Its ability to hold multiple high-quality streams can lead to large file sizes if not managed. o Engine/Platform Integration: Direct support in game engines like Unity and Unreal Engine can be limited without third-party plugins or conversion. While many media players support MKV, it's not universally supported at the OS or hardware level as MP4 for direct application integration. • Interoperability: o Content Creation Software: Good support in open-source tools and increasingly in commercial software for import/export. It's popular for storing and distributing video content, especially high-definition movies with multiple language tracks and subtitles. o VE/AR Systems & Web Platforms: Not natively supported by most web browsers for HTML5 video. For VE/AR systems, conversion to MP4 or another widely supported format is usually necessary for broad compatibility, though some specialized players might handle MKV. • Metadata Embedding Capabilities: MKV has robust and flexible metadata capabilities. It can store extensive metadata, including tags for title, director, actors,
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 68 track languages, chapter information, and even attachments (like cover art or fonts). Its EBML structure allows for custom metadata elements. • Suitability for IMPULSE and Virtual Environments: Excellent as an archival or master format due to its flexibility, support for multiple tracks, rich metadata, and open standard nature. However, for direct use in most VE applications or web platforms, conversion to MP4 would likely be required. Its strong metadata features could be valuable for detailed cataloguing of audiovisual assets within the project. 9.2.5 WMV (Windows Media Video) • Short Overview: WMV is a video compression format developed by Microsoft. It was originally designed for internet streaming applications as a competitor to RealVideo. WMV files are often contained within the ASF (Advanced Systems Format) container. • Usability: o Creation/Modification: Primarily created and edited using Windows-based software, such as Windows Movie Maker or professional editors with WMV export options. o Performance/Resource Requirements: WMV can offer good compression, especially at lower bitrates. Performance is generally good on Windows platforms. o Engine/Platform Integration: Support in game engines and cross-platform development environments can be limited compared to MP4. While Windowsbased applications might handle WMV natively, integration into non-Windows VE/AR systems often requires conversion. • Interoperability: o Content Creation Software: Good support within the Windows ecosystem. Cross-platform support can be less comprehensive. o VE/AR Systems & Web Platforms: Not widely supported for native web playback. For VE/AR systems, especially cross-platform ones, WMV is generally not a preferred format and would typically be converted. • Metadata Embedding Capabilities: WMV files (within an ASF container) support metadata, including attributes like title, author, copyright, and rating. • Suitability for IMPULSE and Virtual Environments: Generally, not recommended for primary use in the IMPULSE project due to its proprietary nature and limited crossplatform interoperability compared to standards like MP4. If legacy content is in WMV format, conversion to a more open and widely supported format would be advisable for broader accessibility and integration. 9.2.6 AVCHD (Advanced Video Coding High Definition) • Short Overview: AVCHD is a file-based format for digital recording and playback of high-definition video. It was jointly developed by Sony and Panasonic and is primarily used in their camcorders. AVCHD uses MPEG-4 AVC/H.264 for video compression and Dolby Digital (AC-3) or linear PCM for audio. It's designed for recording HD signals using high-efficiency compression.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 69 • Usability: o Creation/Modification: AVCHD is primarily a recording format for camcorders. Video editing software (e.g., Adobe Premiere Pro, Final Cut Pro) can import and edit AVCHD footage, often from the complex directory structure recorded by cameras. o Performance/Resource Requirements: Offers good quality high-definition video at relatively efficient file sizes due to H.264 compression. Editing can be resource-intensive due to the inter-frame compression. o Engine/Platform Integration: Direct import into game engines is unlikely. AVCHD footage typically needs to be transcoded to a more engine-friendly format (like MP4 with H.264) for use in VEs. • Interoperability: o Content Creation Software: Well-supported by professional and consumer video editing software for import. o VE/AR Systems & Web Platforms: Not suitable for direct web playback or VE/AR system integration. The complex file structure and specific transport stream (.MTS or .M2TS) files require processing and conversion. Playback is possible on AVCHD-compatible devices like Blu-ray players. • Metadata Embedding Capabilities: AVCHD files store metadata related to the recording, such as date, time, camera settings, and sometimes GPS information, within the file structure or associated clip information files (.CPI). However, standardized descriptive metadata embedding for broader use is less straightforward than in formats like MP4 or MKV. • Suitability for IMPULSE and Virtual Environments: If high-definition footage is captured using AVCHD camcorders, it will serve as a source format. For use within the IMPULSE project's VEs or for web distribution, this footage will need to be transcoded into a more standard and accessible format like MP4. The original AVCHD files can be kept for archival purposes. 9.2.7 DV (Digital Video) • Short Overview: DV is a format for recording and playing back digital video, launched in 1995. It was widely used in standard-definition consumer and professional camcorders. DV uses intraframe compression (compressing each frame individually), which makes editing less computationally intensive. • Usability: o Creation/Modification: DV was a common recording format. Video editing software widely supports importing DV footage. o Performance/Resource Requirements: Standard-definition DV has a consistent data rate (around 3.6 MB/s), resulting in relatively large file sizes for its resolution compared to modern inter-frame codecs. Editing performance is generally good due to intraframe compression. o Engine/Platform Integration: Direct use in modern game engines or VEs is uncommon. DV footage would typically be deinterlaced (if applicable) and transcoded to a format like MP4 for use in such applications. Microsoft specified how DV data could be stored in AVI files.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 70 • Interoperability: o Content Creation Software: Excellent support in older and current video editing software for capturing and editing. o VE/AR Systems & Web Platforms: Not suitable for direct web playback or modern VE/AR integration due to its resolution limitations, file size, and older codec technology. • Metadata Embedding Capabilities: DV streams can carry metadata, including timecode, recording date/time, and camera settings. When wrapped in containers like AVI or MOV, these containers can also add their own metadata. • Suitability for IMPULSE and Virtual Environments: Primarily relevant if dealing with legacy standard-definition footage. For any use in modern VEs, DV content would require upscaling (if desired, though often with quality loss), deinterlacing, and transcoding to a modern format. Its main value would be as an archival source for older material. 9.3 Analysis of Video Codecs 9.3.1 H.264 (AVC - Advanced Video Coding / MPEG-4 Part 10) • Short Overview: H.264, also known as Advanced Video Coding (AVC) or MPEG-4 Part 10, is currently one of the most widely used video compression standards. It offers significantly better compression efficiency than previous standards, providing good video quality at lower bitrates. It's used in everything from Blu-ray Discs and streaming services to video conferencing and broadcast television. • Usability: o Creation/Modification (Encoding/Decoding): H.264 encoding is available in virtually all video editing software, conversion tools, and many hardware devices (cameras, phones). Decoding is supported by a vast range of software and hardware. It has multiple profiles (Baseline, Main, High) catering to different application needs. o Performance/Resource Requirements: H.264 strikes a good balance between compression efficiency and computational requirements for encoding/decoding. Hardware acceleration for H.264 is common, making playback efficient on most devices. o Engine/Platform Integration: Widely supported by game engines, mobile operating systems, and web browsers. It's a common codec choice within MP4 containers for video in VEs. • Interoperability: o Content Creation Software: Universal support across video creation and processing tools. o VE/AR Systems & Web Platforms: Excellent interoperability. H.264 is the dominant codec for web streaming (often in MP4) and is ubiquitously supported on playback devices and platforms. • Metadata Embedding Capabilities: As a codec, H.264 itself doesn't define metadata storage. Metadata is handled by the container format (e.g., MP4, MOV, MKV) that
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 71 wraps the H.264-encoded video stream. The H.264 standard focuses on efficiently representing video content (Video Coding Layer - VCL) and formatting it for transport or storage (Network Abstraction Layer - NAL). • Suitability for IMPULSE and Virtual Environments: Highly suitable and recommended as the primary video codec for delivering video content within the IMPULSE project. Its combination of good quality, efficient compression, and unparalleled compatibility makes it ideal for various applications, including web, mobile, and desktop VEs. 9.3.2 MPEG (Moving Picture Experts Group) Video Codecs • Short Overview: MPEG refers to a family of digital video compression standards developed by the Moving Picture Experts Group. Key MPEG video codecs include: o MPEG-1: Developed in 1993, primarily for Video CDs (VCDs) and early digital video applications. Resolution: typically, 352x240 or 352x288. o MPEG-2 (H.262): Developed in 1995, used for DVDs, digital television (DVB), and early Blu-ray Discs. Offers better quality than MPEG-1 and supports higher resolutions and interlaced video. o MPEG-4 Part 2 (often just called "MPEG-4 Visual"): An older MPEG-4 standard, distinct from MPEG-4 Part 10 (H.264/AVC). It includes codecs like DivX and Xvid. Offers better compression than MPEG-2. o (H.264/AVC is MPEG-4 Part 10, already covered). o MPEG-H Part 2 (HEVC/H.265): A successor to H.264, offering roughly double the compression efficiency for the same quality. Used for 4K/UHD content, HDR video. o MPEG also develops standards for immersive media (MPEG-I), including immersive video and audio. • Usability: o Creation/Modification (Encoding/Decoding): ▪ MPEG-1 & MPEG-2: Encoding/decoding is widely supported by older software and hardware. Modern tools can still handle them, but they are less common for new content creation. ▪ MPEG-4 Part 2: Popularized by DivX/Xvid, many tools support it. ▪ HEVC/H.265: Increasingly supported in modern cameras, software, and hardware, but encoding can be more computationally intensive than H.264. o Performance/Resource Requirements: ▪ MPEG-1/2: Relatively low computational requirements but less efficient compression than newer codecs. ▪ MPEG-4 Part 2: Better compression than MPEG-2, moderate resource use. ▪ HEVC/H.265: More demanding for encoding/decoding but offers superior compression. Hardware support is important for efficient playback of high-resolution content. o Engine/Platform Integration:
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 72 ▪ MPEG-1/2: Older formats; support in modern game engines might be limited or rely on OS capabilities. Generally, not ideal for VEs. ▪ MPEG-4 Part 2: Like MPEG-1/2 regarding modern engine integration. ▪ HEVC/H.265: Support is growing in modern engines and platforms, especially for 4K content. However, licensing and royalty considerations have sometimes impacted adoption speed compared to H.264. • Interoperability: o Content Creation Software: ▪ MPEG-1/2, MPEG-4 Part 2: Widely supported for legacy content. ▪ HEVC/H.265: Good support in modern video editing and encoding tools. o VE/AR Systems & Web Platforms: ▪ MPEG-1/2: Not suitable for modern web or VE/AR. ▪ MPEG-4 Part 2: Limited web support. ▪ HEVC/H.265: Growing support, but H.264 remains more universally compatible for web. Some browsers support HEVC if the OS does. Important for high-quality 4K/HDR delivery where supported. • Metadata Embedding Capabilities: Like H.264, MPEG video codecs themselves don't typically store extensive metadata. This is handled by the container format (e.g., MP4, TS, MKV) that holds the MPEG-encoded video. MPEG standards do define various metadata aspects related to the stream itself (e.g., for synchronization, content description within the transport stream). For instance, MPEG-7 is a standard specifically for multimedia content description, and MPEG-21 defines a multimedia framework that includes metadata. • Suitability for IMPULSE and Virtual Environments: o MPEG-1, MPEG-2, MPEG-4 Part 2: Generally, not suitable for new content creation for the IMPULSE project due to lower compression efficiency and limited modern platform support compared to H.264 or HEVC. Relevant mainly for dealing with legacy archives. o HEVC/H.265: Could be considered for very high-quality video delivery (e.g., 4K, HDR immersive experiences) if target platforms support it and the increased encoding/decoding complexity is manageable. However, for broad compatibility, H.264 is currently a safer choice. The project should weigh the quality benefits of HEVC against the broader reach of H.264. MPEG's work on immersive video (MPEG-I) might become relevant for future VR/AR applications.
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 79 11 Selected References Dat a type File Format Reference Title Document Link 3D 3DS (.3ds) FileFormat.com 3DS Overview https://docs.fileformat.com/3d/3ds/ 3D 3DS (.3ds) .3ds - Wikipedia https://en.wikipedia.org/wiki/.3ds 3D 3DS (.3ds) Autodesk 3DS Max Legacy Documentation https://help.autodesk.com/view/3DSMAX/2025/ENU/ 3D 3DS (.3ds) 3DS files - Adobe Creative Cloud https://www.adobe.com/creativecloud/filetypes/image/vector/3ds-file.html 3D 3DS (.3ds) 3DS MAX Formats - CADinterop https://www.cadinterop.com/en/formats/mesh/3ds-max.html 3D 3DS (.3ds) Understanding.3ds File Format: What You Need to Know - Modelo.io https://www.modelo.io/damf/article/2024/05/12/0031/unders tanding-.3ds-file-format--what-you-need-to-know 3D 3DS (.3ds) How to Open 3ds Files – 3ds Viewer - Sibe.io https://www.sibe.io/3d-viewer/3ds 3D 3ds Max (.max) What is 3ds Max? - 3dviewermax.com https://3dviewermax.com/guides/3ds-max-viewer/ 3D 3ds Max (.max) One of the key benefits of Autodesk 3ds Max is photorealism - CGIFurniture https://cgifurniture.com/blog/3d-max-furniture-rendering/ 3D 3ds Max (.max) Convert 3D models online - free and secure - Convert3D https://convert3d.org/ 3D 3ds Max (.max) Autodesk 3ds Max - Wikipedia https://en.wikipedia.org/wiki/Autodesk_3ds_Max 3D 3ds Max (.max) Blender MAX Import Add-on https://extensions.blender.org/add-ons/io-scene-max/ 3D 3ds Max (.max) MAX Files - Autodesk https://help.autodesk.com/view/3DSMAX/2024/ENU/?guid=G UID-88DE2443-6869-4820-973A-10E7695B6DE6 3D 3ds Max (.max) Autodesk 3ds Max File Format Info https://www.autodesk.com/support/technical/article/caas/sfd carticles/sfdcarticles/What-file-formats-does-3ds-Max-importand-export.html 3D 3ds Max (.max) 3ds Max Sample Files - Autodesk Support https://www.autodesk.com/support/technical/article/caas/tsa rticles/ts/3CM2c0t6Fvo2lSawUNRICT.html 4D AAC (Advanced Audio Coding) Advanced Audio Coding - Wikipedia https://en.wikipedia.org/wiki/Advanced_Audio_Coding 4D AAC (Advanced Audio Coding) AAC Codec is a top choice for compressing audio files efficiently - Gumlet https://www.gumlet.com/learn/aac-codec/ 3D AAC (Advanced Audio Coding) Library of Congress AAC Format Description https://www.loc.gov/preservation/digital/formats/fdd/fdd000 036.shtml
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 80 4D AAC (Advanced Audio Coding) AAC (MPEG-4) Low Complexity Object - Library of Congress https://www.loc.gov/preservation/digital/formats/fdd/fdd000 233.shtml 4D AIFF (Audio Interchange File Format) Library of Congress AIFF Format Description https://www.loc.gov/preservation/digital/formats/fdd/fdd000 005.shtml 3D Alembic (.abc) Alembic File Importer in Unreal Engine - Unreal Engine Documentation https://dev.epicgames.com/documentation/en-us/unrealengine/alembic-file-importer-in-unreal-engine 3D Alembic (.abc) Alembic - Marmoset Toolbag Documentation https://docs.marmoset.co/docs/alembic/ 3D Alembic (.abc) Wikipedia Alembic Entry https://en.wikipedia.org/wiki/Alembic_(computer_graphics) 3D Alembic (.abc) Alembic - Wikipedia https://en.wikipedia.org/wiki/Alembic_computer_graphics 3D Alembic (.abc) Autodesk Alembic Docs https://help.autodesk.com/cloudhelp/2022/ENU/3DSMaxData-Exchange/files/GUID-D80A02B6-BC7B-4070-A95994EC5FCA22F8.htm 3D Alembic (.abc) Alembic Caching - Autodesk https://help.autodesk.com/view/MAYAUL/2026/ENU/?guid=G UID-9D272E39-9279-4146-8449-928DDA865C9D 3D Alembic (.abc) Alembic Official Site (OpenSource Project) https://www.alembic.io/ 3D Alembic (.abc) Autodesk Alembic - Library of Congress https://www.loc.gov/preservation/digital/formats/fdd/fdd000 560.shtml 2D text ALTO XML ALTO XML GitHub https://altoxml.github.io/ 2D text ALTO XML Analyzed Layout and Text Object - Wikipedia https://en.wikipedia.org/wiki/Analyzed_Layout_and_Text_Obje ct 2D text ALTO XML GitHub ALTO XML https://github.com/altoxml 2D text ALTO XML Introduction to the Alto/Didl, TEI and Page format https://kbnlresearch.github.io/xmlworkshop/6_xmlformats_intro.html 2D text ALTO XML METAe—Automated Encoding of Digitized Texts https://www.clarin.eu/sites/default/files/muehlberger_0.pdf 2D text ALTO XML ALTO XML Data Conversion https://www.easydataworld.com/alto-xml/ 2D text ALTO XML Library of Congress ALTO XML Format Description https://www.loc.gov/standards/alto/ 2D text ALTO XML ALTO: Technical Metadata for Optical Character Recognition https://www.loc.gov/standards/alto/description.html 2D text ALTO XML METS: Standardized Encoding for Digital Library Objects https://www.researchgate.net/publication/32954905_METS_St andardized_Encoding_for_Digital_Library_Objects
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 81 4D AVCHD (Advanced Video Coding High Definition) AVCHD - Wikipedia https://en.wikipedia.org/wiki/AVCHD 4D AVCHD (Advanced Video Coding High Definition) What Is an AVCHD File? - Wondershare Recoverit https://recoverit.wondershare.com/video-recovery/what-isavchd-file.html 4D AVCHD (Advanced Video Coding High Definition) AVCHD (Advanced Video Code High Definition) is a standard that uses coding technology - Canon https://support.usa.canon.com/kb/s/article/ART109154 4D AVCHD (Advanced Video Coding High Definition) AVCHD Information Web Site https://www.avchd-info.org/format/ 4D AVCHD (Advanced Video Coding High Definition) Library of Congress avchd description format https://www.digitalpreservation.gov/formats/fdd/fdd000081.s html 4D AVCHD (Advanced Video Coding High Definition) What is the AVCHD format? - Sony USA https://www.sony.com/electronics/support/articles/00016537 4D AVI (Audio Video Interleave) AVI RIFF File Reference - Microsoft Learn https://learn.microsoft.com/enus/windows/win32/directshow/avi-riff-file-reference 4D AVI (Audio Video Interleave) AVI files - Adobe https://www.adobe.com/creativecloud/filetypes/video/container/avi.html AVI (Audio Video Interleave) Library of Congress AVI description format https://www.digitalpreservation.gov/formats/fdd/fdd000059.s html 4D AVI (Audio Video Interleave) AVI (Audio Video Interleaved) File Format - Library of Congress https://www.loc.gov/preservation/digital/formats/fdd/fdd000 059.shtml 4D AVI (Audio Video Interleave) MP4 versus AVI comparison - Movavi https://www.movavi.com/learning-portal/avi-vs-mp4.html 3D Blender (.blend) How does blender really save a blendfile? - Blender StackExchange https://blender.stackexchange.com/questions/73913/howdoes-blender-really-save-a-blendfile 3D Blender (.blend) BLEND Converter Online (Free) - Convert 3D https://convert3d.org/convert/blend
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 82 3D Blender (.blend) Blender Manual https://docs.blender.org/manual/en/3.6/files/import_export.h tml 3D Blender (.blend) Blender Foundation Documentation (official) https://docs.blender.org/manual/en/latest/ 3D Blender (.blend) .blend file format of Blender: Python parsing library - Kaitai Struct https://formats.kaitai.io/blender_blend/python.html 3D Blender (.blend) Library of Congress Blender scene description format https://www.loc.gov/preservation/digital/formats//fdd/fdd000 559.shtml 3D Blender (.blend) Blendify -- Python rendering framework for Blender - ResearchGate https://www.researchgate.net/publication/385177193_Blendif y_--_Python_rendering_framework_for_Blender 2D ima ge BMP The Evolution of BMP (Bitmap) Image Formats - LSoft Technologies http://www.lsoft.net/posts/bmp-image-formats/ 2D ima ge BMP Should You Still Use BMP Format? - Cloudinary https://cloudinary.com/guides/image-formats/should-youstill-use-bmp-format-use-cases-and-pros-cons 2D ima ge BMP What is a BMP file? - docs.fileformat.com https://docs.fileformat.com/image/bmp/ 2D ima ge BMP BMP file format - Wikipedia https://en.wikipedia.org/wiki/BMP_file_format 2D ima ge BMP FileInfo BMP https://fileinfo.com/extension/bmp 2D ima ge BMP Library of Congress BMP Format Description https://www.loc.gov/preservation/digital/formats/fdd/fdd000 189.shtml 3D DAE (Collada - Collaborativ e Design Activity) Collada (.dae) - Marmoset Toolbag Documentation https://docs.marmoset.co/docs/collada/ 3D DAE (Collada - Collaborativ e Design Activity) COLLADA - Wikipedia https://en.wikipedia.org/wiki/COLLADA 3D DAE (Collada - Collaborativ e Design Activity) Adobe COLLADA Overview https://www.adobe.com/creativecloud/filetypes/image/vector/collada-file.html 3D DAE (Collada - Collaborativ e Design Activity) Khronos Group COLLADA Specification https://www.khronos.org/collada/ 3D DAE (Collada - Collaborativ e Design Activity) COLLADA: Sailing the gulf of 3D digital content creation - ResearchGate https://www.researchgate.net/publication/328870627_COLLA DA_Sailing_the_gulf_of_3D_digital_content_creation
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 83 3D DAE (Collada - Collaborativ e Design Activity) How to Open DAE Files – DAE Viewer - Sibe.io https://www.sibe.io/3d-viewer/dae 2D text DOCX Analyze Malicious Microsoft Office Files - Intezer https://intezer.com/blog/analyze-malicious-microsoft-officefiles/ 2D text DOCX Structure of a WordprocessingML document - Microsoft Learn https://learn.microsoft.com/en-us/office/openxml/word/structure-of-a-wordprocessingml-document 2D text DOCX Learn about file formats - Microsoft Support https://support.microsoft.com/en-us/office/learn-about-fileformats-56dc3b55-7681-402e-a727-c59fa0884b30 2D text DOCX What.DOCX is and how to use it - Adobe Acrobat https://www.adobe.com/acrobat/resources/documentfiles/docx.html 2D text DOCX ISO/IEC 29500:2008 Office Open XML File Formats https://www.iso.org/standard/51463.html 2D text DOCX Library of Congress DOCX Format Description https://www.loc.gov/preservation/digital/formats/fdd/fdd000 400.shtml 2D text DOCX DOCX stands out as one of the most widely used formats - OnlyOffice https://www.onlyoffice.com/blog/2024/03/docx 4D DV (Digital Video) DV Format - Planetoftunes http://www.planetoftunes.com/digital-video/dv-format.php 4D DV (Digital Video) Digital video - Wikipedia https://en.wikipedia.org/wiki/Digital_video 4D DV (Digital Video) DV - Wikipedia https://en.wikipedia.org/wiki/DV_video_format 4D DV (Digital Video) DV Formats: Everything You Need To Know - Adam Wilt https://www.adamwilt.com/DV-tech.html 4D DV (Digital Video) Library of Congress DV description format https://www.digitalpreservation.gov/formats/fdd/fdd000183.s html 4D DV (Digital Video) Libray of Congres DV file description https://www.loc.gov/preservation/digital/formats/fdd/fdd000 183.shtml 4D DV (Digital Video) DV Formats: Everything You Need To Know - VideoUniversity https://www.videouniversity.com/articles/dv-formatseverything-you-need-to-know/ 3D FBX (Filmbox) FileFormat.com FBX Overview https://docs.fileformat.com/3d/fbx/ 3D FBX (Filmbox) Wikipedia FBX Entry https://en.wikipedia.org/wiki/FBX 3D FBX (Filmbox) Viewing and Sharing FBX Files Online with Sibe - Sibe.io https://sibe.io/3d-viewer/fbx 3D FBX (Filmbox) FBX - Taylor & Francis https://taylorandfrancis.com/knowledge/Engineering_and_tec hnology/Computer_science/FBX/ 3D FBX (Filmbox) FBX - Autodesk https://www.autodesk.com/products/fbx/overview 3D FBX (Filmbox) FBX (Filmbox) - Library of Congress https://www.loc.gov/preservation/digital/formats/fdd/fdd000 558.shtml
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 84 3D FBX (Filmbox) The 8 Best 3D File Formats in 2024 - The Pixel Lab https://www.thepixellab.net/8-best-3d-file-formats 4D FLAC (Free Lossless Audio Codec) FLAC - Wikipedia https://en.wikipedia.org/wiki/FLAC 4D FLAC (Free Lossless Audio Codec) Overview of lossless audio formats - erk.fe.uni-lj.si https://erk.fe.uni-lj.si/2023/papers/zeleznikoverview_of.pdf 4D FLAC (Free Lossless Audio Codec) Lossless audio compression - pubs.aip.org https://pubs.aip.org/aip/acp/articlepdf/doi/10.1063/1.5002024/13753864/020006_1_online.pdf 4D FLAC (Free Lossless Audio Codec) What is FLAC? - Lenovo https://www.lenovo.com/us/en/glossary/what-is-flac/ 4D FLAC (Free Lossless Audio Codec) FLAC - RFC Editor https://www.rfc-editor.org/rfc/rfc9639.html 4D FLAC (Free Lossless Audio Codec) FLAC - Xiph.Org Foundation https://xiph.org/flac/documentation_tools_flac.html 2D ima ge GIF GIF Format: Past, Present, and Future - Cloudinary https://cloudinary.com/guides/video-formats/gif-format-pastpresent-and-future 2D ima ge GIF GIF - Wikipedia https://en.wikipedia.org/wiki/GIF 2D ima ge GIF GIF files: How to create, edit and open them - Adobe https://www.adobe.com/creativecloud/filetypes/image/raster/gif-file.html 2D ima ge GIF GIF Graphics Interchange Format, Version 89a - Library of Congress https://www.loc.gov/preservation/digital/formats/fdd/fdd000 133.shtml 2D ima ge GIF The Evolution of GIF Image Formats - LSoft Technologies https://www.lsoft.net/posts/gif-evolution/ 2D ima ge GIF Graphics Interchange Format, Version 89a - W3C https://www.w3.org/Graphics/GIF/spec-gif89a.txt 3D glTF/GLB (GL Transmissio n Format) glTF Mesh Features - Aspose.3D for.NET https://docs.aspose.com/3d/net/developer-guide/metadata/gltf-mesh_features/ 3D glTF/GLB (GL Transmissio n Format) glTF Structural Metadata - Aspose.3D for.NET https://docs.aspose.com/3d/net/developer-guide/metadata/gltf-structural_metadata/ 3D glTF/GLB (GL Transmissio n Format) Wikipedia glTF Entry https://en.wikipedia.org/wiki/GlTF
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 85 3D glTF/GLB (GL Transmissio n Format) KhronosGroup/glTF - GitHub https://github.com/KhronosGroup/glTF 3D glTF/GLB (GL Transmissio n Format) What is the GLB format? - Ikarus3D https://ikarus3d.com/media/3d-blog/glb-and-gltf-filespurpose-difference-and-area-of-application-in-3d-modelingservices/ 3D glTF/GLB (GL Transmissio n Format) Performance Analysis of GLTF/GLB to Improve 3D Content Rendering Performance - Journal of Platform Technology https://koreascience.kr/article/JAKO202325443294224.view 3D glTF/GLB (GL Transmissio n Format) Khronos Group glTF(TM) 2.0 Specification - Metaverse Standards Register https://register.metaverse-standards.org/spps/232 3D glTF/GLB (GL Transmissio n Format) glTF 2.0: A Runtime Asset Format for WebGL and Beyond https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html 3D glTF/GLB (GL Transmissio n Format) glTF/GLB: GL transmission format is an open-source file format developed by the Khronos Group - Amazon https://sellercentral.amazon.ca/help/hub/reference/external/ G7RGSNQFZ2BAG7K3 3D glTF/GLB (GL Transmissio n Format) Your 3D Models on the Web - 8th Wall https://www.8thwall.com/docs/legacy/guides/your-3dmodels-on-the-web/ 3D glTF/GLB (GL Transmissio n Format) Khronos Group glTF Overview https://www.khronos.org/gltf/ 3D glTF/GLB (GL Transmissio n Format) Library of Congress Format Description https://www.loc.gov/preservation/digital/formats/fdd/fdd000 498.shtml 4D H.264 (AVC - Advanced Video Coding / MPEG-4 Part 10) H.264 video encoding: How it works, benefits, and 9 best practices - Cloudinary https://cloudinary.com/guides/video-formats/h-264-videoencoding-how-it-works-benefits-and-9-best-practices 4D H.264 (AVC - Advanced Video Coding / MPEG-4 Part 10) Advanced Video Coding - Wikipedia https://en.wikipedia.org/wiki/Advanced_Video_Coding 4D H.264 (AVC - Advanced Video Coding / MPEG-4 Part 10) ITU H.264 - Vocal.com https://vocal.com/video-codecs/itu-h-264/
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 86 4D H.264 (AVC - Advanced Video Coding / MPEG-4 Part 10) Libray of CongresH.264 file description https://www.loc.gov/preservation/digital/formats/fdd/fdd000 081.shtml 4D H.264 (AVC - Advanced Video Coding / MPEG-4 Part 10) Video coding with H.264/AVC: tools, performance, and complexity - ResearchGate https://www.researchgate.net/publication/3432389_Video_co ding_with_H264AVC_tools_performance_and_complexity 2D ima ge HEIF (High Efficiency Image File Format) RAW, JPEG and now HEIF - Canon https://en.canon-cna.com/pro/infobank/image-file-types/ 2D ima ge HEIF (High Efficiency Image File Format) High Efficiency Image File Format - Wikipedia https://en.wikipedia.org/wiki/High_Efficiency_Image_File_For mat 2D ima ge HEIF (High Efficiency Image File Format) Comprehensive Image Quality Assessment (IQA) of JPEG, WebP, HEIF and AVIF Formats - OSF https://osf.io/ud7w4/download/?format=pdf 2D ima ge HEIF (High Efficiency Image File Format) The format is an updated variant of the High Efficiency Image Format (HEIF) - Adobe https://www.adobe.com/creativecloud/filetypes/image/raster/heic-file.html 2D ima ge HEIF (High Efficiency Image File Format) ISO/IEC 23008-12:2017 - Information technology -- High efficiency coding and media delivery in heterogeneous environments -- Part 12: Image File Format https://www.iso.org/standard/83650.html 2D ima ge HEIF (High Efficiency Image File Format) HEIF (HEIC) - LEADTOOLS https://www.leadtools.com/help/sdk/v22/main/api/heifheic.html 2D ima ge HEIF (High Efficiency Image File Format) Here, we considered a modern HEIF coder applied to grayscale (component) images of different complexity corrupted by additive white Gaussian noise - MDPI https://www.mdpi.com/2076-3417/15/6/2939 2D ima ge HEIF/HEIC Library of Congress HEIF/HEIC Format Description https://www.loc.gov/preservation/digital/formats/fdd/fdd000 525.shtml 2D text hOCR OCR output format - Internet Archive Developers https://archive.org/developers/ocr.html
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 87 2D text hOCR hOCR - Wikipedia https://en.wikipedia.org/wiki/HOCR hOCR GitHub hOCR Specification https://github.com/kba/hocr-spec 2D text hOCR Public Specification for the hOCR Format - GitHub https://github.com/kba/hocr-spec/blob/master/1.1/spec.md 2D text hOCR hOCR Export as HTML - IronSoftware https://ironsoftware.com/csharp/ocr/how-to/html-hocrexport/ 2D text hOCR hOCR tools library - PyPI https://pypi.org/project/hocr-tools-lib/ 2D text hOCR HOCR River Control - hocrvolunteer.org https://rivercontrol.hocrvolunteer.org/roles-and-positionsoverview/ hOCR Tesseract OCR https://tesseract-ocr.github.io/ 2D text hOCR The hOCR Microformat for OCR Workflow and Results - DFKI https://www.dfki.de/fileadmin/user_upload/import/4373_The _hOCR_Microformat.pdf 2D text hOCR Create OCR-Processed PDFs In 2 Steps - Mindee Blog https://www.mindee.com/blog/create-ocrized-pdfs-in-2-steps 2D text hOCR The hOCR Microformat for OCR Workflow and Results (PDF) - ResearchGate https://www.researchgate.net/publication/232632963_The_h OCR_Microformat_for_OCR_Workflow_and_Results_PDF 2D ima ge JPEG <img> - Mozilla https://developer.mozilla.org/enUS/docs/Web/HTML/Reference/Elements/img 2D ima ge JPEG JPEG.org – Official JPEG Committee https://jpeg.org/jpeg/ 2D ima ge JPEG What is a JPEG file? - Shorthand https://shorthand.com/the-craft/what-is-a-jpegfile/index.html 2D ima ge JPEG JPEG - Taylor & Francis Online https://taylorandfrancis.com/knowledge/Engineering_and_tec hnology/Computer_science/JPEG/ 2D ima ge JPEG Library of Congress JPEG Format Description https://www.loc.gov/preservation/digital/formats/fdd/fdd000 018.shtml 2D ima ge JPEG JPEG JFIF - W3C https://www.w3.org/Graphics/JPEG/ 2D ima ge JPEG 2000 Is JPEG 2000 a Preservation Risk? - Library of Congress Blog https://blogs.loc.gov/thesignal/2013/01/is-jpeg-2000-apreservation-risk/ 2D ima ge JPEG 2000 The JPEG2000 still image coding system: An overview - CiteSeerX https://citeseerx.ist.psu.edu/document?repid=rep1&type=pdf &doi=3216b12f6c788e9a0289f797356abbc9f598f179 2D ima ge JPEG 2000 JPEG 2000 image compression - Analog Devices https://www.analog.com/en/resources/analogdialogue/articles/jpeg-2000-image-compression.html 2D ima ge JPEG 2000 Library of Congress JPEG 2000 Format Description https://www.loc.gov/preservation/digital/formats/fdd/fdd000 143.shtml
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 88 2D ima ge JPEG 2000 JPEG 2000 Image Compression Techniques: Advantages and Numeric Example - ResearchGate https://www.researchgate.net/publication/387022628_JPEG_2 000_Image_Compression_Techniques_Advantages_and_Num eric_Example 3D MKV (Matroska Multimedia Container) Matroska Media Container Format Specification - IETF https://datatracker.ietf.org/doc/rfc9559/ 3D MKV (Matroska Multimedia Container) Matroska Multimedia Container - Library of Congress https://guides.lib.vt.edu/mkvformat/resources 3D MKV (Matroska Multimedia Container) MKV files - Adobe https://www.adobe.com/creativecloud/filetypes/video/container/mkv.html 3D MKV (Matroska Multimedia Container) Matroska - Library of Congress https://www.loc.gov/preservation/digital/formats/fdd/fdd000 342.shtml 4D MOV (QuickTime File Format) QuickTime Movie Files - Apple Developer https://developer.apple.com/documentation/quicktime-fileformat/quicktime_movie_files 4D MOV (QuickTime File Format) QuickTime File Format - Wikipedia https://en.wikipedia.org/wiki/QuickTime_File_Format 4D MOV (QuickTime File Format) MOV (file format) - Restream.io https://restream.io/learn/what-is/mov-file-format/ 4D MOV (QuickTime File Format) QuickTime - Taylor & Francis Online https://taylorandfrancis.com/knowledge/Engineering_and_tec hnology/Computer_science/QuickTime/ 4D MOV (QuickTime File Format) MOV files - Adobe https://www.adobe.com/creativecloud/filetypes/video/container/mov.html 4D MOV (QuickTime File Format) MOV file format description https://www.fileformat.info/format/quicktime/egff.htm 4D MOV (QuickTime File Format) Libray of Congres MOV file description https://www.loc.gov/marc/bibliographic/bd007m.html 4D MP3 (MPEG Audio Layer III) MP3 (MPEG Layer III Audio Encoding) - Library of Congress https://www.loc.gov/preservation/digital/formats/fdd/fdd000 012.shtml
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 95 3D VRML (Virtual Reality Modeling Language) Blender Extensions for VRML/X3D https://extensions.blender.org/add-ons/web3d-x3d-vrml2format/ 3D VRML (Virtual Reality Modeling Language) VRML Files - Stratasys Support Center https://support.stratasys.com/SupportCenter/HTML5UserGui des/Objet260_UG_May_2022/Content/3_Topics_Introducing/V RML_Files_.htm 3D VRML (Virtual Reality Modeling Language) The Virtual Reality Modeling Language (VRML) is a language for describing multi-participant interactive simulations - web.cs.wpi.edu https://web.cs.wpi.edu/~kal/elecdoc/java/vrml.html 3D VRML (Virtual Reality Modeling Language) Virtual Reality Modeling Language Family - Library of Congress https://www.loc.gov/preservation/digital/formats/fdd/fdd000 602.shtml?loclr=blogsig 3D VRML (Virtual Reality Modeling Language) Application of VRML in Distance Vocational Education - ResearchGate https://www.researchgate.net/publication/45363398_Applicat ion_of_VRML_in_Distance_Vocational_Education 3D VRML (Virtual Reality Modeling Language) ISO/IEC 14772-1:1997 Standard (via Web3D Consortium) https://www.web3d.org/x3d-vrml-most-widely-used-3dformats WAV Library of Congress WAV Format Description https://www.loc.gov/preservation/digital/formats/fdd/fdd000 001.shtml 4D WAV (Waveform Audio File Format) Resource Interchange File Format - Wikipedia https://en.wikipedia.org/wiki/Resource_Interchange_File_For mat 4D WAV (Waveform Audio File Format) Understanding WAV Files: The Ultimate Guide to Audio Quality and File Management - Verbit.ai https://verbit.ai/general/understanding-wav-files-theultimate-guide-to-audio-quality-and-file-management/ 4D WAV (Waveform Audio File Format) Audio Compression on Multimedia Compression Techniques - ResearchGate https://www.researchgate.net/publication/372186091_Audio_ Compression_on_Multimedia_Compression_Techniques 4D WAV (Waveform Audio File Format) What is a WAV File? - Venicemusic.co https://www.venicemusic.co/blog/what-is-a-wav-file
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 96 4D WMV (Windows Media Video) Windows Media Video - Wikipedia https://en.wikipedia.org/wiki/Windows_Media_Video 4D WMV (Windows Media Video) Library of Congress wmv description format https://www.digitalpreservation.gov/formats/fdd/fdd000091.s html 4D WMV (Windows Media Video) Libray of Congres WMV file description https://www.loc.gov/preservation/digital/formats/fdd/fdd000 091.shtml 4D WMV (Windows Media Video) WMV vs. MP4 - Movavi https://www.movavi.com/learning-portal/mp4-vs-wmv.html 4D WMV (Windows Media Video) WMV Video File Format: Definition, Uses, History - Vodpod https://www.vodpod.com/video/file-formats/wmv/ 3D X3D (Extensible 3D) X3D (Extensible 3D) - Wikipedia https://en.wikipedia.org/wiki/X3D 3D X3D (Extensible 3D) Web3D Consortium X3D Resources https://www.web3d.org/x3d/content/X3dResources.html 3D X3D (Extensible 3D) ISO/IEC 19776 Standard via Web3D Consortium https://www.web3d.org/x3d/specifications/ 3D X3D (Extensible 3D) X3D Tools and Resources - Web3D.org https://www.web3d.org/x3d-tools-and-resources
Deliverable D3.3: Analysis of 2D, 3D, and Audiovisual File Formats for Virtual Environment Applications in Cultural Heritage Digitization IMPULSE IMmersive digitisation: uPcycling cULtural heritage towards new reviving StratEgies| 97 o