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MPEG-4 Jump-Start

MPEG-4 Jump-Start

Aaron E. Walsh, Mikaël Bourges-Sevenier

460 pages, parution le 05/02/2002

Résumé

The "get started" developer's guide to MPEG-4, the future of Internet and Web multimedia!

MPEG-4 will transform Internet- and Web-based multimedia by enabling breakthrough audio, video, 2D, and 3D capabilities. This book is for every developer and technical decision-maker. In MPEG-4 Jump-Start, two leaders of the Internet multimedia community introduce the MPEG-4 standard: its key concepts, capabilities, applications, requirements, and limitations. Aaron E. Walsh and Mikael Bourges-Sevenier cover what you need to know to start developing MPEG-4 players and content today, including:

  • How MPEG-4 builds on the success of the MPEG standards that enabled CDs, DVDs, and MP3
  • MPEG-4's underlying technical capabilities and requirements
  • 2D/3D scene composition and the MPEG-4 Binary Format for Scenes (BIFS)
  • MPEG-4 techniques for facial and body animation
  • New compression methods for 3D meshes
  • XMT: The XML-based textual format for storing MPEG-4 contents and authoring commands

MPEG-4 offers unprecedented opportunities for delivering media in any networked communications environment—Internet, Web, broadcast, satellite, or even wireless. MPEG-4 Jump-Start gives you specific, insider's techniques for building tomorrow's breakthrough media applications—starting right now.

Every Jump-Start book is:

AUTHORITATIVE
written by world-class experts personally involved with the design and development of that technology
FOCUSED
providing exactly what you need to know to get started immediately with minimum effort
PRACTICAL
teaching you the skills and techniques that you need to develop professional, real-world software applications

Contents

Foreword.
Preface.

1. Introduction to MPEG-4.

The MPEG Brain and Its Artifacts. MPEG and Memes. The MPEG Brain. MPEG Standards. MPEG-4 in a Nutshell. MPEG-4 Design Goals and Principles. Navigating MPEG-4. MPEG-4 and Other Multimedia Standards. Architecture and Tools. End-to-End Architecture. MPEG-4 Browser Architecture and Tools. Applications. Next Generation of Portals. Interactive Broadcast. Multimedia Conferencing and Communities. Conclusion. References.

2. Virtual Reality Modeling Language (VRML) Overview.
Introduction to VRML97. How MPEG-4 BIFS Extends VRML. Major Features and Related Jargon. VRML Browsers. VRML Plug-Ins. Objects, Scenes, and Worlds. VRML Files. Scene Graphs. Nodes. Fields. Events. eventIn and eventOut Fields. Shapes, Geometry, and Appearance. Primitive Objects. Complex Objects. Text Objects. Coordinate Systems. Moving, Scaling, and Rotating. Summary.

3. D/3D Scene Composition.
Binary Format for Scenes (BIFS). Fundamental Differences with VRML97. A Note on Coordinate Systems. New Scene Features and New Nodes. Geometry Nodes. Interpolator Nodes. Grouping Nodes. Material Nodes. Sensor Nodes. Audio Nodes. Face and Body Animation Nodes. Stream Synchronization and Control Nodes. Other Nodes. Summary.

4. BIFS-Updates.
Overview of the Binary Format for Scenes (BIFS). BIFS-Update Decoding Process. Overview of the SDL Language. Structures Used by the Decoder. Configuring the Decoder. Decoding Commands. Examples. Writing BIFS-Update Codecs: Considerations. Summary. References.

5. Quantization in BIFS-Updates.
Why We Need Quantization. A Crash Course on Quantization. Fourteen BIFS Quantizers. Local and Global QuantizationParameter Nodes. Quantizers 1 to 8. Quantizing Normals and Rotations (9, 10). Quantizing Object Size (11, 12). Linear Scalar Quantizers (13, 14). Efficient Float Coding. Using Quantization in BIFS. Example: Using QuantizationParameter Node. Summary. References.

6. Animating Scenes in MPEG-4.
Synthetic Animations in MPEG-4. The BIFS-Anim Protocol. Encoding BIFS-Anim. Decoding the BIFS-Anim Mask. Decoding the BIFS-Anim Frames. Interpolators Encoded by PredictiveMFFields. PredictiveMFFields and BIFS Scenes. PredictiveMFFields Decoding. Summary.

7. D Mesh Animation.
2D Mesh Animation Tools in MPEG-4. Tools. Profiles. 2D Mesh Generation and Coding. Mesh Generation. Mesh Coding. Summary. References.

8. MPEG-4 Face and Body Animation Tools and Applications.
Face Definition Parameters (FDPs). Face Animation Parameters (FAPs). FAP Interpolation. FDP Information vs the FDP Node. FAP Estimation from Video. FBA File Formats. Connecting the Head to an Animated Body. FAP/ BAP Quantization. Applications. Streaming. Implications of FAP Normalization. Real Faces vs Animated Characters. Authoring Considerations. Real Time. FBA Visual Bitstream Syntax. FBA Object. FBA Object Plane. FBA Temporal Header. Decode Frame Rate and Skip Frames. Decode New Minmax. Decode ifap. Decode pfap. Decode Viseme and Expression. FBA Systems BIFS Nodes. Text To Speech (TTS) Node. Face Model Predictability Hierarchy. Summary. References.

9. MPEG-4 Human Virtual Body Animation.
Body Modeling and Animation. Body System BIFS Nodes. Body Node. BAP Node. BDP Node. BodySceneGraph Node. BodyDefTables Node. Body Bitstream Syntax. Summary. References.

10. 3D Mesh Coding.
Functionalities of 3DMC. Introduction to IndexedFaceSet. 3D Mesh Coding. Topological Analysis—Topological Surgery. Connectivity Coding. Geometry and Properties Coding. Entropy Coding. Bitstream Syntax. 3D Mesh Object. Stitching Mode. Error Resilience Mode. Progressive Transmission Mode. Performance Demonstrations. Compression. Incremental Rendering. Error Resilience. Summary. References.

11. Extensible MPEG-4 Textual Format (XMT).
Cross-Standard Interoperability. XMT Two-Tier Architecture. XMT-?Format. Reusing SMIL in XMT-?. Extensible Media (xMedia) Objects. Animation. Timing. Spatial Layout. XMT-?Examples. XMT-A Format. Document Structure. Timing. Scene Description. Object Descriptor Framework. Deterministic Mapping. Interoperability with X3D. Summary. References.

12. What's Next?
Summary.

APPENDIX A: Arithmetic Coding.
APPENDIX B: BIFS Node Coding Tables.
APPENDIX C: MPEG-4 Profiles and Levels.
Index.

L'auteur - Aaron E. Walsh

AARON E. WALSH is Chairman of Mantis Development Corporation, a software development firm, and architect of the Web3D Web. An international best-selling technology author, Aaron has written over a dozen programming books, including Java For Dummies, Java Bible, Java 2 Bible, and Foundations of Java Programming for the World Wide Web (all published by Wiley). An active member of the Internet standards community, Aaron conducts related workshops and lectures at industry conferences and teaches Java programming and Internet software development at Boston College.

L'auteur - Mikaël Bourges-Sevenier

MIKAEL BOURGES-SEVENIER is Senior Software Engineer for iVAST Inc., a development firm specializing in advanced multimedia technologies. With expertise in 2D, 3D, and multimedia technologies, he is actively involved in several areas of MPEG-4 development. In addition to serving as Co-Chairman of the MPEG-4 Animation Framework Extension (AFX) animation group, Bourges-Sevenier is responsible for the animation system for the MPEG-4 Reference Software Group.

Caractéristiques techniques

  PAPIER
Éditeur(s) Prentice Hall
Auteur(s) Aaron E. Walsh, Mikaël Bourges-Sevenier
Parution 05/02/2002
Nb. de pages 460
Format 17,7 x 23,5
Couverture Broché
Poids 940g
Intérieur Noir et Blanc
EAN13 9780130600363
ISBN13 978-0-13-060036-3

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