MPEG-4 Toward Solid Representation - PowerPoint PPT Presentation

1 / 35
About This Presentation
Title:

MPEG-4 Toward Solid Representation

Description:

Alain Mignot and Pierre Garneau IEEE Trans. on Circuits and Systems for Video Tech., Vol. 14, NO. 7, JULY 2004, pp. 967-974. Presented by: Reza Aghaee – PowerPoint PPT presentation

Number of Views:80
Avg rating:3.0/5.0
Slides: 36
Provided by: NiNi7
Category:

less

Transcript and Presenter's Notes

Title: MPEG-4 Toward Solid Representation


1
MPEG-4 Toward Solid Representation
  • Alain Mignot and Pierre Garneau
  • IEEE Trans. on Circuits and Systems for Video
    Tech.,
  • Vol. 14, NO. 7, JULY 2004, pp. 967-974.
  • Presented by
  • Reza Aghaee
  • Multimedia Course(CMPT820)
  • Simon Fraser University
  • March.2005

2
Agenda
  • Introduction
  • Future of 3D Standards
  • Solid Representation MPEG-4s Answer to 3D
    Challenge
  • Implications of Rendering Mechanisms
  • Impacts on Applications
  • Conclusion

3
Introduction
  • Traditional 3D Image Creation
  • Tessellation
  • Models are created of individual objects using
    link points that are made into a number of
    individual polygons
  • Geometry
  • Polygons are transformed in various ways and
    lighting effects are applied
  • Rendering
  • Transformed images are rendered into objects with
    very fine details

4
Introduction (cntd.)
  • Performance is the number of polygons processed
    per second.
  • MPEG-4 is introducing a new and different
    approach.
  • This method can be used in various 3D
    applications. (Games/CAD/CAM/CAE)

5
Future of 3D Standards
  • 3D Technology is at a Turning Point
  • 10 years old OpenGL is reaching its limits.
  • Its confirmed by user-programmable parts of the
    pipeline.
  • This limited programming capability, in the form
    of vertex and pixel shaders, appears to be the
    easiest solution.

6
Future of 3D Standards
  • Shader Programs May Not Be the Solution
  • It is actually a step backward, in the opposite
    direction of the beneficial standardization
    process.
  • Graphic APIs display 3D scenes on almost any
    device.
  • Drivers take care of hardware differences other
    than performance.

7
Future of 3D Standards
  • Shader Programs May Not Be the Solution (cntd.)
  • A software driver can not simulate most shader
    programs.
  • Developers should provide different versions for
    different graphic boards.
  • Shader Programs do not bring any additional
    information to the rendering process concerning
    the scene itself.

8
Future of 3D Standards
  • Historical Considerations
  • Higher performance was often achieved by
    including parts of pipeline into dedicated
    hardware.
  • First, later stages of the pipeline were
    performed in hardware and front portion in
    software driver.
  • 3D technology should extend its domain on
    functionalities performed by application.

9
Future of 3D Standards
  • Limitations of the 3D Pipeline Common to OpenGL
    and DirectX
  • Algorithms designed to create the illusion of
    depth and continuity.
  • 3D rendering is a set of techniques that have
    nothing to do with geometric objects.
  • In real 3D space, objects may influence each
    other even if invisible.

10
Future of 3D Standards
  • Limitations of the 3D Pipeline Common to OpenGL
    and DirectX (cntd.)
  • Two parallel data structures needed
  • One for describing the scene ( objects with
    geometric attributes)
  • One for the set of polygons (each object in its
    position relative to observer)
  • First structure for managing interactions
  • Second structure only for rendering

11
Future of 3D Standards
Traditional 3D Game Production
12
Future of 3D Standards
Traditional CAD rendering
13
Projected Evolution of 3D standards
  • Data structure of geometric objects and their
    attributes is common in most applications.
  • Most applications share a common framework based
    on geometrical and physical properties of
    objects.
  • By including this framework in the rendering
    engine the whole process is well improved.

14
Solid Representation in MPEG-4
  • MPEG-4 introduces the purely mathematical
    definition of shapes.
  • These shapes are based on algebraic shapes
    combined with arithmetic shapes.
  • These shapes are completely independent of
    rendering process.
  • These functionalities are referred to as Solid
    Representation.

15
Solid Representation in MPEG-4
  • In MPEG-4, solid representation functionalities
    deal with
  • Reducing the size of files to be transmitted or
    shared by transmitting constructive commands
    rather than results.
  • Increasing the geometrical precision of rendered
    objects by managing a polynomial representation
    of volumes.
  • Manipulating complex objects combined by solid
    operations.

16
Solid Representation in MPEG-4
  • Solid Primitives
  • Any solid object has a 3-D form defined by a
    skin, which delimits the inside from the
    outside.
  • If equation of surface is unknown the volume
    will be divided into simpler pieces until they
    have known forms.
  • These primitives will then be assembled in order
    to constitute the original complex shape.
  • Figure 3 is a complex shape made of a set of
    solid primitives.

Figure 3
17
Solid Representation in MPEG-4
  • There are two approaches to define a surface
  • A Parametric Equation giving spatial coordinates
    of each surface point.
  • Implicit Equation of algebraic surfaces.
  • Implicit Equation of a Sphere
  • (Px Cx ) 2 ( Py Cy ) 2 (Pz - Cz) 2 - R2
    0
  • Eq0 means point is on the surface,for Eqlt0
    point is inside and for Eqgt0 point is outside the
    volume.

18
Solid Representation in MPEG-4
  • A quadratic equation (second-degree equation)
    allows to define the entire quadrics family
  • An equation of the fourth degree allows to define
    the quartics family

19
Solid Representation in MPEG-4
  • Implicit second-degree equation defining quadrics
    iswhere for each point coordinates (X0X3)
    the result isF(X0,,X3) lt 0 F(X0,,X3)
    0 F(X0,,X3) gt 0whether the point is
    inside, on the surface or outside.

20
Solid Representation in MPEG-4
  • The point coordinates are made homogeneous by
    adding X3 .
  • A surface of fourth-degree will have 35
    coefficients.
  • Unbound surfaces should be bounded to be
    processed and displayed.
  • Cylinder equation is an example of unbound
    volumes.

21
Solid Representation in MPEG-4
  • In MPEG-4 the coefficients of the quadric
    (second-degree implicit surface) may be defined
    by six geometric control points.
  • P0,P1 2 contact points on the quadric.
  • P2,P3 2 poles of the construction
  • tetrahedron.
  • P4,P5 2 passing points of the quadric.
  • Each point is defined using homogeneouscoordinate
    s allowing the point to be sent to infinity
    (affine geometry)

22
Solid Representation in MPEG-4
  • In MPEG-4 two Geometry nodes implement algebraic
    surfaces
  • Implicit Node
  • Defines the surface by the coefficients of the
    polynomial.
  • Quadric Node
  • Defines the surface by the six control points
    explained in the previous slide.

23
Solid Representation in MPEG-4
  • Arithmetic of Forms is a logical modeling
    system for solid objects.
  • Description of a solid object takes the form of a
    solid tree made up of operators and operands.
  • Operands are primitives or more complex solid
    objects.
  • Operators are mostly union, intersection and
    logical subtraction.


24
Solid Representation in MPEG-4
  • Each basic geometric primitive splits space into
    three regions external, boundary, and internal
    coded by integers 0, 1, 2.
  • This ternary coding of space tells us the density
    of every point in space.

Constructive Solid Geometry (CGS) tree and
corresponding model 3D
25
Solid Representation in MPEG-4
  • There are three basic sets of operators
  • General Arithmetic Operators on Densities
  • For instance, addition, multiplication, and
    difference of densities of two volumes.
  • Below is multiplication of two forms F0 and F1.

26
Solid Representation in MPEG-4
  • Three basic Sets of Operators (cntd.)
  • Arithmetic Operators with Ternary Logic
  • They use ternary logic only.
  • Examples are union and intersection.
  • Below is ternary intersection of F0 and F1.

27
Solid Representation in MPEG-4
  • Three basic Sets of Operators (cntd.)
  • Densities Filtering
  • In MPEG-4 a set of test functions is applied on
    the root of the solid tree to filter densities
    while keeping the filtering inside the tree.
  • Examples can be Equality Filter (F0F1)

Results of Solid Operations
28
Implications of Rendering Mechanisms
  • If the volumes must be displayed very precisely
    some techniques can be used to render the output.
  • If one accepts less geometric precision, it is
    possible to consider tessellation of implicit
    surfaces before or after applying solid operation
    and rendering.

29
Implications of Rendering Mechanisms
  • The functionalities of solid representation in
    MPEG-4 including Implicit, Quadric and SoldRep
    Nodes are completely independent from the
    rendering method.
  • All the solid operators are independent from the
    rendering process too.

30
Impacts on Applications
  • Compactness
  • Suitable for sophisticated web applications
    including online gaming on small-constrained
    devices mobile phones and PDAs.
  • Complete model of a historical castle with a
    level of detail from roof frame to door openers
    takes 50 Kb.

31
Impacts on Applications
  • The following example is a model solely based on
    SolidRep geometry.

Complete Solid Model of Leihorra villa
Details of the Leihorra villas model
32
Impacts on Applications
  • Exact Geometry
  • The exact geometry is preserved up to the
    decoder.
  • It allows very precise scientific applications as
    CAD/CAM or simulations.
  • Below is the simulation of the Canadian Space arm
    from Canadian Space Agency.

33
Impacts on Applications
  • Embedded Topology and 3D Properties
  • There is a wrap-up of the topology and 3D solid
    properties (e.g. constituent matter and physical
    properties)
  • Local manipulation, exploration of the model and
    very accurate collision detection is allowed.
  • The picture is an inside view of the villa as the
    result of a solid Operation.

34
Impacts on Applications
  • There are many games claiming that the player can
    destroy almost any object to find other hidden
    spaces.
  • This model can help implement these models
    without very heavy programming techniques.

Complete Original Model
Model cut with a laser beam
35
Conclusion
  • Polygonal pipelines cant present the future of
    3D standards.
  • Solid representation can transfer very complex
    models in their most exact geometry and in a very
    compact way.
  • Even without a dedicated hardware current CPUs
    are powerful enough to provide real-time
    processing.
  • Solid representation is now a part of the MPEG-4
    part-16.
  • New APIs will be developed including object
    description to accelerate solid representation.
Write a Comment
User Comments (0)
About PowerShow.com