Scalable Vector Graphics


Also found in: Acronyms, Wikipedia.

Scalable Vector Graphics

(graphics, World-Wide Web)
A W3C standard for vector graphics, based on XML.

http://w3.org/Graphics/SVG/.
References in periodicals archive ?
The major development in this release is support for Scalable Vector Graphics image.
The use of scalable vector graphics (SVG) has been implemented, which allows mobile devices to zoom into icons or images without losing any clarity of image.
For those wannabe web designers, we have the Scalable Vector Graphics workshop at the end of which you might be in a position to create attractive websites with 3D elements.
IE 9 also includes extensive built-in support for various industry standards including HTML5, Scalable Vector Graphics (SVG), CSS3 and other modern Web standards, he added.
The company said that this pack provides initial support for HTML5 and CSS3 and extends the scalable vector graphics (SVG) capabilities in Illustrator.
As part of its commitment to interoperability, Microsoft detailed its support for a number of HTML5 specifications, including CSS3, Scalable Vector Graphics (SVG), XHTML parsing, and the video and audio tags using industry-standard (H.
The new Internet Explorer 9 browser platform will support a number of new standards, such as some parts of the HTML 5 spec and the SVG, or scalable vector graphics, standard, both overseen by the W3C organization, to which Microsoft contributes test code and other resources.
FreeSVG imports PDFs and produces web-friendly files based on the W3C XML standard for Scalable Vector Graphics.
VectorStyle 2, driven by Eovia's new EoVEC Technology, can be combined with Carrara 4 Pro or Standard to produce images and motion files in output formats including Macromedia Flash (SWF), Encapsulated PostScript (EPS), Adobe Illustrator (AI) and Scalable Vector Graphics (SVG).
the World Wide Web Consortium's (W3C) Scalable Vector Graphics (SVG) markup language.
gt; Amplio soporte para Scalable Vector Graphics (SVG)
Drawing on an ongoing series of interviews with scientists, engineers, technologists, and other knowledgeable individuals in business, industry, and education to identify potentially promising technologies, the report highlights six technologies that research suggests will become important to higher education within three adoption horizons over the next one to five years: (1) Learning Objects; (2) Scalable Vector Graphics (SVG); (3) Rapid Prototyping; (4) Multimodal Interfaces; (5) Context-Aware Computing; and (6) Knowledge Webs.

Full browser ?