Title: MPEG-4 Toward Solid Representation
1MPEG-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
2Agenda
- Introduction
- Future of 3D Standards
- Solid Representation MPEG-4s Answer to 3D
Challenge - Implications of Rendering Mechanisms
- Impacts on Applications
- Conclusion
3Introduction
- 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
4Introduction (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)
5Future 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.
6Future 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.
7Future 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.
8Future 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.
9Future 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.
10Future 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
11Future of 3D Standards
Traditional 3D Game Production
12Future of 3D Standards
Traditional CAD rendering
13Projected 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.
14Solid 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.
15Solid 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.
16Solid 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
17Solid 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.
18Solid 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
19Solid 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.
20Solid 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.
21Solid 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)
22Solid 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.
23Solid 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.
24Solid 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
25Solid 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.
26Solid 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.
27Solid 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
28Implications 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.
29Implications 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.
30Impacts 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.
31Impacts 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
32Impacts 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.
33Impacts 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.
34Impacts 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
35Conclusion
- 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.