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MPEG-4, NETWORKED MULTIMEDIA STANDARD

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Presentation on theme: "MPEG-4, NETWORKED MULTIMEDIA STANDARD"— Presentation transcript:

1 MPEG-4, NETWORKED MULTIMEDIA STANDARD
MULTIMEDIA SYSTEMS IREK DEFEE

2 MULTIMEDIA DATA REPRESENTATION
MULTIMEDIA SYSTEMS CAN BE MADE IF THERE IS REPRESENTATION OF MULTIMEDIA DATA. SUCH REPRESENTATION SHOULD BE STANDARDIZED SO EVERYBODY CAN USE IT THERE ARE MANY DIFFERENT SUCH STANDARDS, WE WILL GIVE EXAMPLE OF MOST A ADVANCED ONE MULTIMEDIA SYSTEMS IREK DEFEE

3 MPEG-4 IS A STANDARD WHICH ENABLES EFFICIENT REPRESENTATION OF
COMPLEX MULTIMEDIA DATA FOR FULLY INTERACTIVE APPLICATIONS THE MPEG-4 STANDARD IS OBJECT-BASED MULTIMEDIA SYSTEMS IREK DEFEE

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20 VIDEO OBJECT-BASED TREATMENT AND COMPRESSION MAKE THE
MPEG-4 STANDARD VERY FLEXIBLE MODERN AND EFFICIENT BASIC VIDEO AND AUDIO PARTS OF THIS STANDARD ARE USED IN DIGITAL TELEVISION AND BLUE RAY DISCS BUT MPEG-4 INVOLVES ALL DATA TYPES AND ALSO SPECIAL TOOLS FOR PARTICULAR APPLICATIONS AND WE GIVE EXAMPLES OF THEM NEXT MULTIMEDIA SYSTEMS IREK DEFEE

21 Synthetic Visual Tools in MPEG-4
MULTIMEDIA SYSTEMS IREK DEFEE

22 Motivation A new type of data is appearing in multimedia applications: Synthetic Both synthetic and natural data can co-exist in today’s applications This new data needs to be compressed and streamed in most applications New technologies are needed for: Compression and streaming of synthetic data MULTIMEDIA SYSTEMS IREK DEFEE

23 Some examples of applications
3D video Augmented reality Telepresence Scientific visualization Virtual reality MULTIMEDIA SYSTEMS IREK DEFEE

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25 Application example: Telepresence
The room is generated in computer MULTIMEDIA SYSTEMS IREK DEFEE

26 Application example: Scientific visualization
MULTIMEDIA SYSTEMS IREK DEFEE

27 Application example: Virtual 3D world
MULTIMEDIA SYSTEMS IREK DEFEE

28 Synthetic Visual Tools in MPEG-4
Version 1 Face animation 2D dynamic mesh Scalable coding of synthetic texture View dependent scalable coding of texture Version 2 Body animation 3D model compression MULTIMEDIA SYSTEMS IREK DEFEE

29 Face Animation MULTIMEDIA SYSTEMS IREK DEFEE

30 Example of applications
Virtual meeting, tele-presence, video- conferencing, ... Virtual story teller, virtual actor, user interface, ... Games, avatars, ... MULTIMEDIA SYSTEMS IREK DEFEE

31 Face animation Face: an object ready for rendering and animation
A realistic representation of a “human” face Capable of animation by a reasonable set of parameters driven by speech, facial expressions, or others MULTIMEDIA SYSTEMS IREK DEFEE

32 Shape, texture and expressions:
Face animation Shape, texture and expressions: specified parameters in the incoming bitstream remote as well as local control of these parameters MULTIMEDIA SYSTEMS IREK DEFEE

33 Initial face object Gaze along the Z axis All face muscles relaxed
Eyelids tangential to the iris Pupil one-third of full eye Lips: in contact; horizontal Mouth: closed; upper and lower teeth touching Tongue: flat; tip touching front teeth MULTIMEDIA SYSTEMS IREK DEFEE

34 Face animation parameters
Three sets of parameters used to describe a face and its animation characterstics: Facial Definition Parameters (FDPs) Facial Animation Parameters (FAPs) Facial Interpolation Transform (FIT) MULTIMEDIA SYSTEMS IREK DEFEE

35 Facial Definition Parameters - FDPs
Defines a specific face via 3D feature points 3D mesh/scene graph Face Texture Face Animation Table (FAT) MULTIMEDIA SYSTEMS IREK DEFEE

36 Face Feature Points Normalize animation parameters
Find feature correspondence in different faces Roughly define shape MULTIMEDIA SYSTEMS IREK DEFEE

37 3D mesh and feature points
MULTIMEDIA SYSTEMS IREK DEFEE

38 Texture MULTIMEDIA SYSTEMS IREK DEFEE

39 FDPs Face Description Parameters Two modes:
To customize the face model at the receiver to a particular face To download a face model along with its animation information Generally, sent once per session for calibration and/or download could be sent more often for “special effects” MULTIMEDIA SYSTEMS IREK DEFEE

40 Face Animation Parameters - FAPs
Represent a complete set of facial actions => allow representation of most of the natural facial expressions All FAPs involving translational movement: in terms of Facial Animation Parameter Units (FAPUs) Allows consistent interpretation of FAPs on any facial model. MULTIMEDIA SYSTEMS IREK DEFEE

41 FAPUs MULTIMEDIA SYSTEMS IREK DEFEE

42 FAPs Facial Action Parameters 2 high-level FAPS: 66 low level FAPs
Viseme (visual correlate of phoneme) Expression (joy, anger, fear, disgust, sadness, surprise) textual description of expression parameters point to groups of FAPs used together to achieve an expression 66 low level FAPs associated with the displacement or rotation of the facial feature points MULTIMEDIA SYSTEMS IREK DEFEE

43 What is not standardized ?
The way to extract the parameters Markers Speech driven Image analysis and feature extraction The choice on which parameters to code and with which precision Quantization Rate control MULTIMEDIA SYSTEMS IREK DEFEE

44 FITs Facial Interpolation Rules
Specification of interpolation rules for some/all FAPs by the sender. Sender specifies FAP Interpolation Graph (FIG) and set of interpolation functions Allows higher degree of control over the animation results. MULTIMEDIA SYSTEMS IREK DEFEE

45 What is standardized? FDPs FAPs FITs BIFS Syntax and Semantics
Rules for decoding and adaptation FAPs Bitstream syntax and semantics Rules for decoding and animation FITs Syntax and semantics Decoding rules MULTIMEDIA SYSTEMS IREK DEFEE

46 MPEG-4 AUDIO This part of the standard is for audio signals
IT COVERS VERY BROAD RANGE Speech Coding General Audio Coding Scalable Audio Coding MULTIMEDIA SYSTEMS IREK DEFEE

47 Media Objects and Associated Operations
Natural audio Synthetic audio Control Operations on objects Synchronize Decode Compose into compound objects Present Interact MULTIMEDIA SYSTEMS IREK DEFEE

48 Advantages of Object Framework
Each signal coded with most efficient coding system Natural Synthetic Composition of objects into audio scene Rate conversion Mix and Equalization Effects Final mix is done in the terminal MULTIMEDIA SYSTEMS IREK DEFEE

49 System Overview Objects are delivered separetely,
synchronized, decoded and composed MULTIMEDIA SYSTEMS IREK DEFEE

50 Audio Object Functionalities
Signal compression Scalability bit rate signal bandwidth presentation rate encoder or decoder complexity Extraction and re-use Robustness to channel errors MULTIMEDIA SYSTEMS IREK DEFEE

51 Scalability depending on the bit rate
MULTIMEDIA SYSTEMS IREK DEFEE

52 Application Domains Profiles
Speech low rate speech coders and TTS (Text-to-Speech) Scalable speech coders general audio coders all coders in scalable configuration Synthetic wavetable synthesis score driven synthesis TTS MULTIMEDIA SYSTEMS IREK DEFEE

53 MPEG-4 Speech Coding: Overview
Excellent compression by using source model Linear Predictive Coding (LPC) Pitch or noise excitation Better compression than “general audio” coders only for “clean speech” from single talker MULTIMEDIA SYSTEMS IREK DEFEE

54 Speech Coders Harmonic Vector Excitation Coder (HVXC)
Code Excitation Linear Prediction (CELP) Wideband CELP MULTIMEDIA SYSTEMS IREK DEFEE

55 Communication Characteristics of Coders
Low bit rate HVXC 1.2 kb/s to 1.7 kb/s var. rate kb/s to 4.0 kb/s const. rate CELP 4.0 kb/s to 24 kb/s const. rate Low one-way delay HVXC ms to 56 ms CELP 15 ms to 45 ms Not compromised for modem signals MULTIMEDIA SYSTEMS IREK DEFEE

56 Bit Rate Scalability Parameters coded using multi-stage Vector
Quantization base plus enhancement layer Enhancement layers can be stripped in server channel decoder MULTIMEDIA SYSTEMS IREK DEFEE

57 Parameter Update Scalability
Linear Prediction Model updated every frame interpolated every sub-frame Excitation gain updated every subframe MULTIMEDIA SYSTEMS IREK DEFEE

58 MPEG-4 BIFS THIS MECHANISM IN THE MPEG-4 STANDARD IS CALLED
MPEG-4 DATA INCLUDE VARIOUS MEDIA TYPES WHICH CAN BE USED AT THE SAME TIME THIS REQUIRES MECHANISM FOR THEIR ORGANIZATION IN TIME AND SPACE THIS MECHANISM IN THE MPEG-4 STANDARD IS CALLED BIFS – BINARY FORMAT FOR SCENES MULTIMEDIA SYSTEMS IREK DEFEE

59 BIFS: WHY? MPEG-4 is an object based system
=> A Scene Description is needed to compose BIFS is the MPEG-4 scene description protocol to compose MPEG-4 objects to describe interaction with MPEG-4 objects to animate MPEG-4 objects MULTIMEDIA SYSTEMS IREK DEFEE

60 Example of an MPEG-4 Audiovisual Scene (1)
2D Audio-visual scene Audio and Video + Scrolling Text and Still Images 2D Audio-visual sne Audio and Video + Still Images MULTIMEDIA SYSTEMS IREK DEFEE

61 Example of an MPEG-4 Audiovisual Scene (2)
3D Audio-visual scene 3D World + arbitrary shaped video + still images + 3D Objects MULTIMEDIA SYSTEMS IREK DEFEE

62 BIFS Scene Features (v2)
Body Animation Advanced Audio Perceptual approach to modify natural source Acoustic properties for physical based audio rendering Stream and server control VCR controls and Application specific messaging Extensibility (Prototypes) Definition of new BIFS interfaces Hierarchical 3D objects Progressive loading and local degradation of 3D mesh Web interface Linking and embedding of a web page MULTIMEDIA SYSTEMS IREK DEFEE

63 MPEG-4 Systems Principle
We have data stream describing whole scene ... Scene Description Stream Object Descriptor Stream Visual Stream Audio Stream Interactive Scene Description We have data stream describing which objects are there We have data streams separate for each object MULTIMEDIA SYSTEMS IREK DEFEE

64 BIFS content in MPEG-4 system
SCENE GRAPH MANAGEMENT FBA S&N Sound Interaction 2D+3D Nodes 3D Nodes Audio Nodes 2D Nodes DECODING D E C O I N G PRESENTATION C O M P S I T N DELIVERY BIFS-Update ES R E N D I N G BIFS Anim ES VRML Nodes MPEG-4 Nodes MPEG-4 Streams MULTIMEDIA SYSTEMS IREK DEFEE

65 MPEG-4: An integrated Multimedia System
Decoding TransMux ... ... Elementary Streams FlexMux Composition and Network Rendering Primitive AV Objects ... Scene Description Information MPEG-4 Interactive Scene Display and Local User Interaction Organised by BIFS Object Descriptor MULTIMEDIA SYSTEMS IREK DEFEE

66 BIFS Delivery: BIFS Command
Scene Graph Root Transform BikeSwitch Body Transform Right Leg Head Right Arm Left Arm Left Leg Body Bike -1 Switch BIFS-Command ES RS CV MULTIMEDIA SYSTEMS IREK DEFEE

67 BIFS Delivery: BIFS Anim
Scene Graph Root Transform BikeSwitch Body Transform Right Leg Head Left Arm Right Arm Left Leg Body Bike BIFS-Anim ES ... P P P I MULTIMEDIA SYSTEMS IREK DEFEE

68 BIFS Scene Compression
factor on scene text files Context dependency Hierarchical, linear quantization of scene data Differential multiple fields coding and mesh coding integration (v2) BIFS-Anim factor compression of animation Linear quantization Predictive coding (including rotation and normals) Adaptive arithmetic encoding MULTIMEDIA SYSTEMS IREK DEFEE

69 BIFS Scene Features Audio video (objects) playback
2D Composition & Graphics 2D composition, Basic shapes, 3D Composition & Graphics Full VRML capabilities Advanced audio composition Interactivity and Behavior Local manipulation and animation of objects Scripting (javascript) Programming of behaviors Face Animation MULTIMEDIA SYSTEMS IREK DEFEE

70 MPEG-4 & BIFS based services
Client Stored Content Broadcast BIFS Live Source / User Communication MULTIMEDIA SYSTEMS IREK DEFEE

71 Conclusion BIFS provides a rich toolkit for composition of MPEG-4 media in very flesible and general way BIFS can be profiled to fit best the application area Provides a good mix of Functionality Complexity Compression MULTIMEDIA SYSTEMS IREK DEFEE


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