I made this presentation in order to convince Web3D and Khronos folks that community and industry need one single standard for 3D graphics compression. It contains a list of MPEG-4 tools for graphics compression that are royalty free and for which open source software implementation exist. A JavaScript implementation of decoder and WebGL complaient MPEG-4 player is also introduced.
The slides I presented during the MP20 workshop in Hong Kong, just after the evaluation of the techologies proposed by nine technology leaders to the MPEG Call for Proposals
I made this tutorial at Web3D 2012 conference. It provides MPEG position to AR, technologies currently used, as well as explanations on how to set up AR applications.
A presentation I made at OpenStack Summit in Paris (November 2014) showing the Remote Rendering plateform built in the XLCloud project. The main topic of the presentation is related to optimizing the video encoding by analysing the images and user attention.
Augmented Reality: Connecting physical and digital worldsMarius Preda PhD
I made this presentation at the MPEG Multimedia Ecosystem 2013 in Incheon.
It includes a summary of MPEG technologies related to Augmented Reality and is focuses on the separation between the AR creation and AR consuming. A system architecture for AR is also presented.
Photo credits: Lisa Blum, Richard Wetzel, Veronica Scurtu
Note: many pictures used in this presentation are downloaded from the Internet; I'll be happy to add credits to the original authors if they let me know
I made this presentation in order to convince Web3D and Khronos folks that community and industry need one single standard for 3D graphics compression. It contains a list of MPEG-4 tools for graphics compression that are royalty free and for which open source software implementation exist. A JavaScript implementation of decoder and WebGL complaient MPEG-4 player is also introduced.
The slides I presented during the MP20 workshop in Hong Kong, just after the evaluation of the techologies proposed by nine technology leaders to the MPEG Call for Proposals
I made this tutorial at Web3D 2012 conference. It provides MPEG position to AR, technologies currently used, as well as explanations on how to set up AR applications.
A presentation I made at OpenStack Summit in Paris (November 2014) showing the Remote Rendering plateform built in the XLCloud project. The main topic of the presentation is related to optimizing the video encoding by analysing the images and user attention.
Augmented Reality: Connecting physical and digital worldsMarius Preda PhD
I made this presentation at the MPEG Multimedia Ecosystem 2013 in Incheon.
It includes a summary of MPEG technologies related to Augmented Reality and is focuses on the separation between the AR creation and AR consuming. A system architecture for AR is also presented.
Photo credits: Lisa Blum, Richard Wetzel, Veronica Scurtu
Note: many pictures used in this presentation are downloaded from the Internet; I'll be happy to add credits to the original authors if they let me know
Tutorial on Point Cloud Compression and standardisationRufael Mekuria
Tutorial on Point Cloud Compression and standardisation given at IEEE VCIP 2017 in december. I provide the techniques for point cloud compression and the designed quality metrics and codecs in my PhD at CWI. I detail the standardisation activity on point cloud compression that I started in 2014 and that started in 2017 involving all mobile device makers like Apple, Huawei, Sony, Samsung and Nokia.
Some ideas of how to bring the television closer to the web advancements, while preserving its own mission. Additionally, a set of MPEG tools covering aspects such as visual search, multimedia linking and multi-sensory experiences are also introduced.
MPEG Technologies and roadmap for Augmented RealityMarius Preda PhD
This is a presentation I did during the 5th ATStandards meeting in Austin, 2012. It contains the MPEG Vision on AR as well as a very short overview of MPEG technologies related to AR
Tutorial on Point Cloud Compression and standardisationRufael Mekuria
Tutorial on Point Cloud Compression and standardisation given at IEEE VCIP 2017 in december. I provide the techniques for point cloud compression and the designed quality metrics and codecs in my PhD at CWI. I detail the standardisation activity on point cloud compression that I started in 2014 and that started in 2017 involving all mobile device makers like Apple, Huawei, Sony, Samsung and Nokia.
Some ideas of how to bring the television closer to the web advancements, while preserving its own mission. Additionally, a set of MPEG tools covering aspects such as visual search, multimedia linking and multi-sensory experiences are also introduced.
MPEG Technologies and roadmap for Augmented RealityMarius Preda PhD
This is a presentation I did during the 5th ATStandards meeting in Austin, 2012. It contains the MPEG Vision on AR as well as a very short overview of MPEG technologies related to AR
This presentation is meant to discuss the basics of video compression like DCT, Color space conversion, Motion Compensation etc. It also discusses the standards like H.264, MPEG2, MPEG4 etc.
presentation about 2 emerging standards activities that I started and led in MPeG, point cloud compression on a new image and video format, and NBMP for media delivery in 5G networks. Presented at Philips R&D in Eindhoven the Netherlands
Prototype of a Wireless PC2TV solution. Extending your PC/laptop screen to a digital television or a projector at your home, office or an exhibition center.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
Le nuove frontiere dell'AI nell'RPA con UiPath Autopilot™UiPathCommunity
In questo evento online gratuito, organizzato dalla Community Italiana di UiPath, potrai esplorare le nuove funzionalità di Autopilot, il tool che integra l'Intelligenza Artificiale nei processi di sviluppo e utilizzo delle Automazioni.
📕 Vedremo insieme alcuni esempi dell'utilizzo di Autopilot in diversi tool della Suite UiPath:
Autopilot per Studio Web
Autopilot per Studio
Autopilot per Apps
Clipboard AI
GenAI applicata alla Document Understanding
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Stefano Negro, UiPath MVPx3, RPA Tech Lead @ BSP Consultant
Flavio Martinelli, UiPath MVP 2023, Technical Account Manager @UiPath
Andrei Tasca, RPA Solutions Team Lead @NTT Data
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
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We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Enhancing Performance with Globus and the Science DMZGlobus
ESnet has led the way in helping national facilities—and many other institutions in the research community—configure Science DMZs and troubleshoot network issues to maximize data transfer performance. In this talk we will present a summary of approaches and tips for getting the most out of your network infrastructure using Globus Connect Server.
The Metaverse and AI: how can decision-makers harness the Metaverse for their...Jen Stirrup
The Metaverse is popularized in science fiction, and now it is becoming closer to being a part of our daily lives through the use of social media and shopping companies. How can businesses survive in a world where Artificial Intelligence is becoming the present as well as the future of technology, and how does the Metaverse fit into business strategy when futurist ideas are developing into reality at accelerated rates? How do we do this when our data isn't up to scratch? How can we move towards success with our data so we are set up for the Metaverse when it arrives?
How can you help your company evolve, adapt, and succeed using Artificial Intelligence and the Metaverse to stay ahead of the competition? What are the potential issues, complications, and benefits that these technologies could bring to us and our organizations? In this session, Jen Stirrup will explain how to start thinking about these technologies as an organisation.
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Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
Pushing the limits of ePRTC: 100ns holdover for 100 days
Tutorial MPEG 3D Graphics
1. Web3D 2011, June, 20,
Paris
Marius Preda, PhD
Chairman of MPEG 3DG
Institut TELECOM
2. It’s a crazy multimedia world!
– Network is everywhere… but very heterogeneous
– Terminals are “same same”… but different!
– Content must be designed with a priori knowledge of its future use
– Applications are platform-centric instead of user-centric
Fragmented value chain
Production Transmission Consumption
Capturing HW/SW Playback
Networks
devices providers devices
INTEROPERABILITY NEEDED!!!
Authoring IPR Terminal
Providers
tools holders manufacturers
Service
End users
scenarios
3. No common representation
– Heterogeneous kind of data
• Different types of geometry, appearance and animation models
– Always easier to specify a new data representation format than
learning an existent one
Very different application domains
4.
5.
6. FAST
TRANSPORT
TROUGHT
THE
NETWORK
Size is of main Size doesn’t matter
Size doesn’t matter importance
7. FAST
TRANSPORT
TROUGHT
THE
NETWORK
Size doesn’t matter
Size doesn’t matter
Size is of main
importance
8. To define a standard format for compressed 3D
synthetic content. In other words to be for
graphics what MP3 and AAC are for audio,
MPEG-2 and MPEG-4 are for video and JPEG is
for still images.
Additionally "MPEG 3D Graphics" aims at providing
mechanisms such as APIs to enable easy
integration and development of applications
using its standard representation tools.
9. MPEG 3D Graphics within the MPEG standards family
Core technologies in MPEG 3D Graphics
Compressing other standards (COLLADA, X3D, …) with MPEG
Virtual Worlds Interoperability for avatars with MPEG
10. MPEG 3D Graphics within the MPEG standards family
Core technologies in MPEG 3D Graphics
Compressing other standards (COLLADA, X3D, …) with MPEG
Virtual Worlds Interoperability for avatars with MPEG
11. MPEG has several names
• Common: MPEG = Moving Picture Experts Group
• Official: MPEG = ISO/IEC JTC1/SC29/WG11
ISO Over 224 technical committees
JTC1 Joint Technical Committee with IEC
SC24 SC29
Computer graphics and image processing Coding of audio, picture, multimedia and hypermedia information
GKS, PHIGS WG1 JPEG
CGM, VRML, X3D Coding of still pictures
WG11 MPEG
Coding of moving pictures and audio
12. MPEG has several subgroups
Video
... and produced several
Requirements Audio Systems successful standards
3D Graphics
MPEG
MPEG-1 MPEG-2 MPEG-4 MPEG-7 MPEG-21
ISO/IEC 11172 ’92 ISO/IEC 13818 ’94 ISO/IEC 14496 ’99 ISO/IEC 15938 ’01 ISO/IEC 21000 ’02
Video & audio Video & audio Multimedia Metadata Terminal
(CD-ROM) (DVD & DVB) & interactive (description & network
applications of content) specification
MPEG-A MPEG-B MPEG-C MPEG-D MPEG-E MPEG-M MPEG-U MPEG-V
13. MPEG-4 Features
MPEG-4 Objects
Naturals – still images, audio, 2D/3D video
Synthetic - audio, 2D/3D objects and scenes
Compression
Compression
MPEG-4 Objectives Compression
Provide technologies for efficient
compression and transmission
MPEG-4 Terminal
Composition, at end-user side, of natural
and synthetic objects, into hybrid and
interactive scenes
18. MPEG 3D Graphics within the MPEG standards family
Core technologies in MPEG 3D Graphics
Compressing other standards (COLLADA, X3D, …) with MPEG
Virtual Worlds Interoperability for avatars with MPEG
30. Approximation of target surface
• Method: tesselation with predefined curved patches
• Quality: higher order (polynomic/rational) ⇒ Cn continuity
Mesh definition
• Connectivity: regular grid of quads. or triangles
⇒ planar topology
• Geometry: list of control points {…, Pk = (xk, yk, zk), …}
Mesh coding
• Connectivity (lossless): implicit
• Geometry (lossy): coordinate quantisation + prediction from conn.
31. Tensor product of cubic Bézier curves
Single patch (4x4 control points)
vs.
two patches (4x7 control points)
Compression
(3547 polygons; 1215 vertices)
vs.
(86 patches; 212 control points)
32. MPEG-4 Part 16 (2003): NURBS
• Based on VRML97 Amd., originally proposed by blaxxun
• Support for NURBS curves and patches
Specific nodes for Bézier’s curves and patches (for increased efficiency)
• Support for free-form deformations
34. SS = limit of recursive refinement of base control mesh
NB: refinement affects both Geometry smoothing achieved with
connectivity (of abstract graph) and stencils particular to each scheme
geometry (of 3D mapping)
1/16 1/16
½ 1/16 9/16 9/16 1/16
1/8 1/8
Border/sharp vs.
z interior edge stencils
½
of “butterfly” scheme
x
y 1/16 1/16
SS inherently define hierarchically nested LODs
35. Approximation of target surface
• Method: tesselation with curved patches
• Quality: higher order ⇒ Cn continuity
Mesh definition
• Connectivity: list of triangles/quads., e.g., {…, Tn = {in0, in1, in2}, …}
⇒ arbitrary (manifold) topology
• Geometry: list of control points {…, Pk = (xk, yk, zk), …}
Mesh coding
• Connectivity (lossless): as for polygonal (manifold) mesh
• Geometry (lossy): as for polygonal (manifold) mesh
36. Polygons
+ Are the simplest approach (linear approximation)
+ Can resolve fine details and handle arbitrary topologies
– Lead to unstructured, huge meshes
Patches
+ Are a more powerful approach (higher order approximation)
+ Are convenient for coarse and smooth models
– Need cumbersome trimming and stitching mechanisms
SSs
+ Connect and unify the two extremes above
++ Provide multi-resolution handles for hierarchical coding/editing
43. MPEG-4 Part 16 (2003): “plain” + wavelet SSs
• “Plain” SSs for mesh smoothing
Considered schemes: Catmull-Clark, [extended] Loop, butterfly
No details are added but…
normal control achievable through edge/vertex tagging of initial control mesh
• Wavelet/detailed SSs for surface approximation
Possibly tagged base mesh
Details are added after each subdivision step, which are…
wavelet-transformed according to one of several possible schemes
Most suited for multi-resolution editing/animation
Most suited for view-dependent transmission
55. MPEG 3DGC
Scalable Complexity 3D Mesh Compression
• Not all 3DG applications have the same needs
in compression
• Not all the 3DG applications can afford
spending extra CPU/GPU for compression
TFAN
SVA
SC3DMC
QBCR Same Quantization and
Binarization blocks
Towards the continuum model: enlarge the application domain
where MPEG-4 3DG can be used
56. MPEG 3DGC
Scalable Complexity 3D Mesh Compression
x, y, z (floats) + normals (floats)
x, y, z (floats) + colors (floats)
x, y, z (floats) + … (floats)
i, j, k (integers) Attributes
i, j, k (integers)
i, j, k (integers) Connectivity
57. SC-3DMC
General Schema
Connectivity TFAN BP CABAC
Delta
(lossless)
SVA FLB AC
BAC
Connectivity Prediction Binarization Entropy
i, j, k Analysis Encoding
Attributes Prediction Entropy
Binarization
(lossy) Encoding
Parallelogram
Delta BP CABAC
x, y, z Quantization
Barycentre FLB AC
5 different paths with different performances
61. SC-3DMC
What we measure?
Encoding performances but also complexity for decoder
(and encoder)
TFAN
Performances
SVA-AC
3DMC
SVA-BAC
SVA-BP
NCA
BIFS
Complexity
71. Vector Graphics Primitives
Color profile
Line Color Profile ( LC )
Area Color Point ( A C )
Line ( LN ), bounded by 2 Terminal Points ( TP ) The image
cannot be
displayed. Color Patch ( PA )
Line Segment ( LS ), bounded by 2 Line Points ( LP )
Sub -Texture ( ST )
Line marked as control line (Skeleton)
The image cannot be displayed.
79. Piece-wise linear functions defined
by a set of pairs time-value
Standardized by MPEG-4 for:
- position
- orientation
- scale
- coordinate in IFS
- normals in IFS
Straightforward animation based on key-frames
81. Re-sampling, sub-sampling: two
methods supported by MPEG-4
Path preserving mode
Key preserving mode
Three schemes supported by
MPEG-4
Orientation Interpolators
Coordinate Interpolators
Position Interpolators
Exploit temporal redundancy for the most common interpolators
82. Re-sampling, sub-sampling: two
methods supported by MPEG-4 Key value Key value
Path preserving mode Key(time) Key(time)
Key preserving mode N key values N-1 key values
Three schemes supported by
MPEG-4
Key value Key value
Orientation Interpolators
Coordinate Interpolators Key(time) Key(time)
Position Interpolators N-2 key values N-3 key values
Sub-sampling or re-sampling based on minimal distortion
85. Face, MPEG-4 V1,
1999
Body, MPEG-4 Amd1,
2000
Skinned Model, MPEG-4 Part 16,
2003
Two frameworks: human-like (FBA) and generic skeleton (BBA)
86. Geometry:
Seamless mesh: shapes sharing
the same vertices list
Texture:
Image Mapping on vertices
sub-set
Hierarchy:
Skeleton layer
Muscle layer
Seamless mesh affected by a hierarchical skeleton
87. 1D controllers: bone & muscle
for each bone and each muscle
- a list of affected vertices
- a measure of affectedness
are provided
Right balance between control parameters and influence volume
88. Uncompressed Uncompressed Segment #n
Frame #n BAP/FAP/BBA
BAP/FAP/BBA
Frame P DCT
Prediction DC Coeff. AC Coeff.
Frame I Segment
P Segment
Prediction I
Quantization Quantization
DC Q DC Q AC Q
Arithmetic Arithmetic
coding coding
Huffman coding Huffman coding
Binary file Binary file
Basic comp.: prediction, freq.transform, quantization and entropy encoding
89. Face, MP4 V1,
2kbps
Body, MP4 Amd1,
5-30 kbps
Skinned Model, MP4 Part 16,
5-30 kbps for a human like
skeleton
Very low bit-rate
91. Defined as a base mesh and
a collection of target meshes
Animation obtained by
updating the weights of the
target meshes
BBA stream updated to
include morph data
Usable for any kind of 3D
object
Local and precise control for shape deformation
93. Cluster the vertices with
respect to their motion
Encode a cluster motion by
an affine transform
Encode the residual error at
vertex level by traditional
approach (DCT/W,
quantization, entropy encoding)
95. Bifs-Anim
Remote animation
BIFS-Anim & BIFS Command Bifs-Command scene
Programmatic animation Script Node
- ECMA Script scene
part of the scene description
- Java Code
standardized API for accessing MPEG-J Stream
the scene graph scene
Complex application scenario can be built
100. MPEG 3DG
How measuring compression performances?
Benchmarking platform, per-object visualization
- object properties (number of vertices/
triangles, number of components and files
size,
- distortion graph (linear or logarithmic),
- compression gain with respect to 3DMC.
- encoding time
- decoding times.
101. MPEG 3DG
How measuring compression performances?
Benchmarking platform, global visualization
Filters
- semantic category,
- average distortion,
- number of vertices,
- number of connected components in the
object,
- database subset.
102. MPEG 3DG
How measuring compression performances?
Benchmarking platform, global visualization
103. MPEG 3D Graphics within the MPEG standards family
Core technologies in MPEG 3D Graphics
Compressing other standards (COLLADA, X3D, …) with MPEG
Virtual Worlds Interoperability for avatars with MPEG
107. Any
XML Scene Representation
XML
XML
(Binary) XML
Binarisation
3D Graphics
Compression
108. Layer 1:
Any
XML Scene Representation
XML
Textual XML
representation of the
XML scene
(Binary) XML
Binarisation
3D Graphics
Compression
109. Layer 2:
Any
XML Scene Representation
XML
Binarized XML layer
XML Contains the
(Binary) XML
Binarisation unclassified elements
of the scene graph
3D Graphics
Compression
110. Layer 3:
Any
XML Scene Representation
XML
Compressed layer
XML Contains specific
(Binary) XML
Binarisation types of media
information
3D Graphics (geometry,
Compression animation, ...)
111. Result:
Any
XML Scene Representation
XML
Multiplexed
XML
layers 2 and 3
(Binary) XML
Binarisation
3D Graphics
Compression
112. MPEG-4 P25
Encoder side: possible implementation (informative)
Encoder Side
MP4
XMT,
COLLADA,
X3D
Comp ratio: 40-70:1
113. MPEG-4 P25
Decoder side (normative)
Decoder Side
MP4
XMT,
COLLADA,
X3D
Lossless for the data structure, lossless or lossy for graphics primitives
114. MPEG 3D Graphics within the MPEG standards family
Core technologies in MPEG 3D Graphics
Compressing other standards (COLLADA, X3D, …) with MPEG
Virtual Worlds Interoperability for avatars with MPEG
115. Standards for Avatars as visualization support
Standard Generic Features Avatar
representation
COLLADA 3D objects/ scenes Generic Object
VRML/ X3D 3D objects /scenes H- Anim
Application behavior
MPEG-4 2D/3D objects/ scenes A set of dedicated nodes
Application behavior A dedicated compressed
stream
Compression
116. Standards for Avatars as interaction support
Representation Features
HumanML human physical description, emotion
EmotionML emotion, facial expressions, gestures
BML speech, gesture, gaze
MPML speech
VHML facial and body animation, emotional representation
CML character attribute and animation definition
117. Why none of the existing standards is solving the issue of avatar
interoperability in Virtual Worlds?
– The Virtual Worlds are proprietary applications and the 3D assets including
the avatars have economical value
– The Virtual Worlds and in general 3D applications have specific data format
allowing rendering optimization
However, while maintaining a strict control for economic and technical
reasons, Virtual Worlds allow users to personalize the avatars
118. Avatar
Template
Attributes that can be
modified by the user
Specify the set of Personalization Parameters (PP) that transforms a
template of an arbitrary Virtual World into the user designed avatar
119. What avatar feature can be personalized?
Mainly the appearance
Analysis of SecondLife, IMVU, Entropia Universe, SonyPlaystation and HumanML
120. Very heterogeneous set of personalization parameters
Entropia Nintendo
Universe Wii
HumanML
Second Life
PlayStation
122. Interoperability at the Animation level
<Animation>
<Greeting>
<Salute>salut</Salute>
<Cheer>cheer</Cheer>
</Greeting>
<Fighting>
<shoot>pousse</shoot>
<throw>throw</throw>
</Fighting>
</Animation>
123. Motion retargeting
No “Walk”
Avatar Avatar animation
“Walk” animation
Template in VW1 Template in VW2 defined in VW2
In VW1
124. “Control” element
Body Face
Control Control <Control>
<BodyFeaturesControl >
<UpperBodyBones>
<LCalvicle>my_LCalvicle</LCalvicle>
Control <RClavicle>my_RCalvicle</RClavicle>
</UpperBodyBones>
</BodyFeaturesControl>
<FaceFeaturesControl>
<HeadOutline>
<Left X=0.23 Y=1.25 Z=7.26/>
<Right X=0.25 Y=1.25 Z=7.21/>
</HeadOutline>
</FaceFeaturesControl>
</Control>
125. MPEG-V
(Personalization
Parameters)
MPEG-V + MPEG-4
The Avatar in The Avatar in
VW1 VW2
The Avatar in an
external player
133. MPEG 3DGC
Multi-resolution 3DMC : two proposed methods
1. Work on
- document the use case scenarios (object examination, navigation, …)
- database
- comparison with other codecs
- comparison method (PSNR, Resolution)
- platform for testing
2. You are invited to contribute