MPEG-4 Binary Information for Scenes (BIFS)

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Presentation transcript:

MPEG-4 Binary Information for Scenes (BIFS) MPEG-4 BIFS scene has a structure inherited from the Virtual Reality Modeling Language (VRML 2.0). However its explicit bit stream representation is completely different. MPEG-4 adds several distinguishing mechanisms to VRML: data streaming, scene updates compression. MPEG-4 uses a client-server model where the client (or player, or browser) contacts an MPEG-4 server, asks for content, receives the content, and renders the content. This ‘content’ can consist of video data, audio data, still images, synthetic 2D or 3D data, or all of the above.

MPEG-4 Binary Information for Scenes (BIFS) The Scene Description determines how data is combined at the receiver for display on the user’s screen or playback in the user’s speakers. The content and the scene description is typically streamed, which means that the client gets little bits of data and renders them as needed. This is a notable contrast with VRML where a scene is first completely transferred from the server to the client and only then rendered, leading to long latency. MPEG-4’s streaming capability, thus, allows faster rendering of content. Once a scene is in place, the server can further modify it by using MPEG-4’s scene update mechanism, called BIFS-Command.

MPEG-4 Binary Information for Scenes (BIFS) Combining the updating and streaming mechanisms, BIFS allows scene components to be animated. BIFS animation (or BIFS-Anim) consists of an arithmetic coder that sends a stream of differential steps to almost any scene component. This functionality is not different from what can be achieved with scene updates, but it has a better coding efficiency when the equivalent BIFS commands would be numerous.

MPEG-7 What is VRML? VRML is: VRML is endorsed by: Please see: A text file format A simple language for describing 3-D shapes and interactive environments A web standard Open standard VRML is endorsed by: Most 3-D graphics vendors Most web browser vendors Please see: http://www.brunel.ac.uk/~eestjpc/DynamicImaging http://www.brunel.ac.uk/~eestjpc/Animation Select VRML

VRML Writing and Viewing VRML files You can write VRML files using: Any text editor Many world builder applications You can view VRML files using: A VRML browser A VRML plug-in to an HTML browser 17 17

MPEG-4 Systems VRML Front End Virtual Reality Multimedia Language (VRML) creates: Shapes, Geometry, Color, Textures, Lights 17 17

VRML A Sample VRML file VRML files describes: Shapes, Geometry, Color Texture, Lights, Environment, Sound, Viewer Sensors Time, Interpolators, Scripts

VRML A Sample VRML file VRML files contain: The file header Comments - notes to yourself Nodes - nuggets of scene information Fields - node attributes you can change Values - attribute values Node Names - names for reusable nodes more. . . For more information see www.brunel.ac.uk/~eestjpc/vrmlcourse/intro.htm

VRML How to learn more? #VRML V2.0 utf8 Transform { translation 1.0 0.0 0.0 children [ Shape { geometry Box { size 1.0 1.0 1.0} appearance Appearance { material Material { diffuseColor 1 0 0 } ] To learn more about the syntax of VRML go to: http://www.brunel.ac.uk/~eestjpc/dynamicimaging.htm and find Self-Learning VRML Syntax

MPEG-4 Terminal Architecture Delivery layer: MPEG-4 media can be transported on existing transport layers such as RTP, TCP, MPEG-2 Transport Streams, H-323 or ATM. Sync or elementary stream layer: This component of the system is in charge of the synchronization and buffering of compressed media. Compression layer: This performs the decoding of the media: audio, video, etc. Object Descriptor (OD) is a structure similar to a URL, containing pointers to elementary streams.

VRML BIFS file Syntax There are 18 different components that are used to specify the geometry of a scene: Spheres, Cones, Polygons, etc. These are indexed and specified using 5 bits. Scene parameter values are not quantized at all; they are stored in their native format (e.g., 32 bits for floats and integers, 1 bit for Booleans, etc.). BIFS uses a different quantization scheme in the case of animation. Animation allows scene parameter values to be modified as a function of time. The stream consists of a sequence of initial values (I-frames) and successive difference values (P-frames) that are arithmetically encoded. Transform { translation 1.0 0.0 0.0 children [ Shape { geometry Box { size 1.0 1.0 1.0} appearance Appearance { material Material { diffuseColor 1 0 0 } ]

VRML VRML Animation using Interpolators VRML scenes can display a wide range of complicated dynamical behavior using interpolator nodes that convert an increasing sequence of time events into a sequence of interpolated positions. The position interpolator interpolates each ROUTED time value into a position using the values in its key and keyValue fields. This suffers from several drawbacks: the animation is fixed – it is part of the scene and can not be modified. the whole scene has to be downloaded, including the lengthy interpolator fields, before it can be rendered. MPEG-4 combines streaming and updates to create an animation functionality that overcomes these drawbacks.

VRML BIFS-Command and BIFS-Animation MPEG-4 BIFS can be seen as a temporal stream. It first describes the scene itself, which is delivered over time and then this initial scene receives further updates. Once a scene is in place, the server can further modify it by using MPEG-4’s scene update mechanism, called BIFS-Command. BIFS-Command conveys commands for modifying a scene: Replacing the entire current scene with a new one. Insertion command: Inserts nodes, index sets and routes Deletion command: Deletes nodes, index sets and routes. Replacement command: Replaces nodes, index sets and routes. BIFS-Animation works by streaming updates to the route nodes which are used for animation.

VRML MPEG-4 Scripting Whereas VRML allows both inlined JavaScript as well as URLs pointing to externally available Java class files, MPEG-4 currently only allows JavaScript to be used. Scripts in MPEG-4 have three primary uses: Scripts can manipulate the scene directly, for example by routing output values of the script to other parts of the scene. Scripts can store state information in local variables. For example, if the last mouse click position is needed, it can be routed to a script that will hold the value until it is required (perhaps by another script). Scripts can do type conversion. For example, if only the red component of a color is needed for some operation, a script can extract this value and convert it from a component of an SFColor to an SFFloat.