MPEG-4 Systems, concepts and implementation

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1 MPEG-4 Systems, concepts and implementation Franco Casalino l, Guido Franceschini l, Mauro Quaglia L t CSELT Centro Studi e Laboratori Telecomunicazioni S.p.A Torino Italy Via Reiis Romoli, 274 Tel Fax E Mail: Franco.Casalino@cselt.t, Guido.Franceschini@cselt.it Mauro.Quaglia@cselt.it Abstract. After a decade from its origin MPEG, with its current MPEG-4 project, is now facing the challenge of providing a future-proof multimedia toolkit which aims at incorporating new and emerging technologies while ensuring backward compatibility with its previous and successful audio-visual standards. This paper provides an overview of the standard focusing mainly on the system aspects that, by their nature, represent the most peculiar features of the future specifications which are scheduled to become an Internationai Standard by the beginning of year The paper first briefly introduces the MPEG standards focusing on the MPEG-4 Systems and DMIF part of the specification. An extensive presentation is given encompassing the main layers of the Systems/DMIF architecture: the Systems layer and the Delivery layer. Additional details on the subject are provided as the final part of the paper is devoted to the description of a software implementation featuring the concepts of the standard. This section is complemented by examples which give concrete insights on the potential of the standard. 1. MPEG Overview The Moving Picture Coding Experts Group (MPEG) was established in January 1988 with the mandate to develop standards for coded representation of moving pictures, audio and their combination. The existing MPEG-I [1] and -2 [2] standards represent effective solutions to the problem of data compression for audio and video, enabling applications where a bitrate efficient representation of audio-visual data is necessary: typically applications where storage or transmission bandwidth is costly. MPEG-4 (ISO/IEC 14496), the current standardization project of MPEG, combines some of the typical features of previous MPEG standards, but extends the definition of systems for audio-visual coding in two dimensions:

2 505 evolving from a "sigalal coding" approach to an "object coding" approach: defining new techniques for the coded representation of natural audio and video, and adding techniques for the coded representation of synthetic (i.e. computer generated) material; evolving from a fi.xed (though generic) standard (with a fixed specification of a single algorithm for audio decoding, video decoding and demultiplexing) to the definition of aflexible standard, where the behavior of particular components of the system can be reconfigured. The driving motivations for this new standardization effort are derived from a requirement analysis embracing existing or anticipated manifestations of multimedia, such those listed below: Independence of applications from lower layer details, as in the Web paradigm; Technology awareness of lower layers characteristics (scalability, error robustness etc.); Application software downloadability Reusability of encoding tools and data; Interactivity not just with an integral audio-visual bitstream, but with individual pieces of information within it, called "Audio-Visual (AV) objects"; The possibility to hyperlink and interact with multiple sources of information simultaneously as in the Web paradigm, but at the AV object level; The capability to handle natural/synthetic and real-time/non-real-time information in an integrated fashion; MPEG-4, started in July 1993, has reached Committee Draft level in November 1997 and will reach International Standard level in January MPEG-4 architecture The generic MPEG-4 terminal architecture comprises three basic layers: the Compression Layer, the Systems Layer and the Delivery Layer. The Compression Layer is responsible for media encoding and decoding; Audio (MPEG-4 part 3 [6]) and Video (MPEG-4 part 2 [5] ), both Synthetic and Natural, are dealt with at this layer. The Delivery Layer (MPEG-4 part 1 and 6 [4], [7]) ensures transparent access to MPEG-4 content irrespective of the Delivery technology (Delivery technology is a term used to refer to a transport network technology -e.g. the Internet, or an ATM infrastructure-, as well as to a broadcast technology or local storage technology). The Systems Layer (MPEG-4 part 1 [4]) represents the core of the MPEG-4 engine: it interprets the scene description, manages Elementary Streams, their synchronization and hierarchical relations, their composition in a scene. It is also meant to deal with user interactivity.

3 The Systems Layer The Systems part of MPEG-4 defines the framework for integrating the natural and synthetic components of complex multimedia scenes. Systems integrate the elementary decoders for Audio, Video, SNHC (Synthetic Natural Hybrid Coding) media components, providing the specification for the parts of the system related to Synchronisation, Compositiou and Multiplex (this latest aspect is actually part of the Delivery Layer, and will be discussed in the next section). The main areas where MPEG-4 Systems has introduced new concepts according to specific application requirements are: dealing with 2D only content, for a simplified scenario. definition and animation of (synthetic) human faces and bodies interfacing with streaming media (video, audio, streaming text, streaming parameters for synthetic objects) adding synchronisation capabilities. The following picture, Fig.l, gives a very high level diagram of tile components of an MPEG-4 system. It is intended as a reference for the terminology used in the design and specification of the system: the demultiplexer, the elementary media decoders, the specialized decoder for the composition information, and the compositor. Ib,~[ COMPOSITION NATURAL AUDIO DECODER D E M ~ U NATURAL VIDEO L DECODER T I L X E SYNTHETIC AUDIO DECODER R ~ e ~ l S Y N T DECODER H ETIC V ID EO M P 0 S T O R Fig. 1, MPEG-4 high-level system architecture (receiver terminal) Synchronisation By introducing the Elementary Stream Interface -ESI-, Systems is able to uniformly manage all media types, and to pack the various Elementary Streams through a common Access Unit Layer. At the sender side this layer is supposed to attach the

4 507 synchronisation information which is then used at the receiving terminal to process the individual streams and compose them in sync Composition Composition information consists of the representation of the hierarchical structure of the MPEG-4 sceues (trees describing the relationship among elementary media objects comprising the scene). Considering the existing work in the Computer Graphics community for the definition of cross-platform formats for the exchange of 3D material, the MPEG-4 Systems subgroup has focused the opportunity to adopt an approach for composition of the elementary media objects inspired by the existing VRML (Virtual Reality Modeling Language) [3]. VRML, currently being considered by JTC 1 for standardisation (ISO/IEC DIS ), provides the specification of a language to describe the composition of complex scenes containing 3D material, plus audio and video. The outcome is the specification of a composition format based on the concepts of VRML, and tuned to match the MPEG-4 requirements. For more detail about this part see Section The Delivery Layer The Delivery Layer in MPEG-4 is specified partly in Systems (Data Plane) and partly in DMIF (Control Plane).. The implementation of the Delivery Layer takes care of the delivery technology details presenting a simple and uniform interface to the application: the DMIF-Application Interface (DAI). The DAI (specified in the DMIF part) is a semantic API, and does not define any syntax. It does not impose any programming language, nor syntax (e.g. the exact format for specifying a particular parameter -within the bounds of its semantic definitiono1" the definition of reserved values). Moreover the DAI provides only the minimal semantics for defining the behaviour of DMIF. By using the DAI, an application could seamlessly access content from local storage devices, from broadcast networks aud from remote servers. Moreover, different delivery technologies would be hidden as well: e.g. IP as opposed to native ATM, IP broadcast as opposed to MPEG-2 broadcast The Control Plane The specifications relative to the Control Plane are found in the DMIF part. When operating over interactive networks, DMIF defines a purely informative DMIF- Network Interface (DNI): this interface allows to highlight the actions that a DMIF peer shall trigger with respect to the network, and the parameters that DMIF peers need to exchange across the network. Through reference to the DNI it is possible to

5 508 clearly identify the actions that DMIF triggers to e.g. set-up or release a connection resom'ce. The DNI primitives are mapped into messages to be actually carried over the network. A default syntax is defined (DMIF Signaling Messages -DS-), which in practical terms corresponds to a new protocol. On specific networks the usage of native Network Signalling allows optimization in the message exchange flows, thus mappings to selected native protocols are specified in conjunction with the appropriate standard bodies. Figure 2 represents the DMIF concepts. Applications (e.g. an MPEG-4 player) access data through the DMIF-Application Interface, irrespectively whether such data comes from a broadcast source, from local storage or from a remote server. In all scenarios the Local Application only interacts through a uniform interface (DAI). Different DMIF instances will then translate the Local Application requests into specific messages to be delivered to the Remote Application, taking care of the peculiarities of the involved delivery technology. Similarly, data entering the terminal (from remote servers, broadcast networks or local files) is uniformly delivered to the Local Application through the DAI. Different, specialized DMIF instances are indirectly invoked by the Application to manage the various specific delivery technologies: this is however transparent to the Application, that only interacts with a single "DMIF filter". This filter is than in charge of directing the particular DAI primitive to the right instance. DMIF does not specify this mechanism, just assumes it is implemented. This is further emphasized by the shaded boxes in the figure, whose aim is to clarify what are the borders of a DMIF implementation: while the DMIF communication architecture defines a lmmber of modules, actual DMIF implementations only need to preserve their appearance at those borders. :ast Local App DAI iili~ :::::~:.:.???::... DN1 DA1 Flows between independent systems, nornlative Flows internal to specific implementations, out of DMIF scope Fig. 2: DMIF communication architecture

6 509 When considering the Broadcast and Local Storage scenarios, it is assumed that the (emulated) Remote Application has knowledge on how the data is delivered/stored. This implies knowledge of the kind of application it is dealing with. In the case of MPEG-4, this actually means knowledge of concepts like Elementary Stream ID, First Object Descriptor, ServiceName. Thus, while the DMIF Layer is conceptually unaware of the application it is providing support to, in the particular case of DMIF instances for Broadcast and Local Storage this assumption is not completely true due to the presence of the (emulated) Remote Application (which, from the Local Application perspective, is still part of the DMIF Layer). It is worth noting that since the (emulated) Remote Application has knowledge on how the data is delivered/stored, the specification of how data is delivered/stored is crucial for such a DMIF implementation The Data Plane The Data Plane of the Delievery Layer is specified in the Systems part. Differently from MPEG-2, in MPEG-4 no assumption is made on the delivery technology, and no complete protocol stack is specified in the generic case. The multiplexing facilities offered by the different delivery technologies (if any) are exploited, avoiding duplication of functionality: mappings to various existing transport protocol stacks (also called TransMuxes) are defined. Systems also defines a tool for the efficient multiplexing of Elementary Stream data, to be applied in particular when low or very low bitrates are managed. This tool is named the MPEG-4 FlexMux, and allows up to 256 Elementary Streams to be conveyed on a single multiplexed pipe: by sharing the same pipe, the impact of the overhead due to the complete protocol stack can be reduced without affecting the end-to-end delay. This implies a so-called 2-layer multiplex, that could be roughly represented with a FlexMux Layer as the MPEG-4 addition to a TransMux Layer which gathers the multiplexing facilities provided by specific delivery technologies (e.g. IP addresses and ports, ATM VPs and VCs, MPEG-2 PIDs, etc.). The separation between FlexMux and TransMux Layers is however a little bit artificial, in that the delivery technology peculiarities might influence the FlexMux Layer configtu'ation as well. This concept is managed by the DMIF part of MPEG-4 that is responsible for the Control Plane and also for configuring the Data Plane (that is: determine the protocol stack, including both the FtexMux and TransMux Layers). 5. MPEG-4 Systems: An Implementation This section provides a general description of a software implementation of MPEG- 4 Systems and analyses in more detail each subsystem [8] and the flow of information among them. This implementation has been developed in the framework of the MPEG-4 Systems ad-hoc group "IM-1" (Systems Implementation 1) and provides part of the Systems and DMIF reference software. The next figure provides a coincise description of the high level structure of the MPEG-4 system matching the subdivision

7 510 of functionality among the different subsystems (Executive, Multiplexer, Demultiplexer, BIFSDecoder, MediaDecoders, SceneGraph, Presenter). DMIF Systems Vie~mr Presenter T S, F... I Visual I [ Relx~rer i!... J F-~o-! Renderer! L... T Represeraz a component which uses a clock to conlro] its operation.... ~ Showthe direction of/ogic control ~- Shoves the direction of data moveare, nt. Represer~ts a colr0onent running as a s~arate thread. RepresenLs a coir~onent which is a shared data structure. Fig. 3: Block diagram of an MPEG-4 system software implementation. It is important to note that the MPEG-4 system described by this block diagram operates within an Application, the operation of which is completely determined by the application developer. The Application provides the graphical user interface to select the MPEG-4 scene to retrieve. It then creates an Executive, which takes over the control of execution of the application. The multiplexed bitstream that enters the MPEG-4 system contains not only the elementary media bitstreams, but also composition information. The demultiplexer sends each part of the bitstream to the appropriate component, all under the control of the main executive, which is also responsible for creating the correct number and types of decoders, along with setting up the data paths between the components. User input events received by the presenter can be used by the compositor (Scene Graph) to change the Composition information Scenes composed by Audio Video Objects The MPEG-4 standard, rather than dealing with flames of audio and video (vectors of samples and matrices of pixels), deals with the objects which make up the audiovisual scene. This means that, for a given scene, there are a number of video objects, of possibly differing shapes, plus a number of audio objects, possibly associated to video objects, which need to be combined before being presented to the user. In addition to these objects, there may also be background objects, text and graphics to be

8 511 incorporated. The task of combining all these separate entities that make up the scene is called composition The description of the scene provides the information that the compositor needs to perform its task. The scene description provides information on what objects are to be displayed and where they are to be displayed (which includes tile relative depth ordering between the objects). The outcome is the specification of a composition format based on (a subset of) VRML tuned to match the MPEG-4 requirements. This description, known as BIFS "Binary Format for Scene Description", will allow for the proper description of complex scenes populated by synthetic and natural audio-visual object with their associated spatial-temporal transformations and inter-objects mutual synchronisation. Multimedia scenes are conceived as hierarchical structures that can be represented as a tree. Each leaf of the tree represents a Media Object (Audio, Video, synthetic Audio like a MIDI stream, synthetic Video like a Face Model), as illustrated in Fig.4. In the tree, each Media Object is positioned relative to its parent object. The tree structure is not necessarily static, as the relationships can evolve in time, as nodes or sub-trees are added or deleted. All the parameters describing these relationships are part of the scene description sent to the decoder. The BIFS description concerning the initial snapshot of the scene is thought to be sent/retrieved on a dedicated stream during the initial phases of the session. It is then parsed and the whole scene structure is reconstructed (in an internal representation) at the terminal side. All the nodes and tree leaves that necessitate streaming support to retrieve media contents or ancillary data (e.g. video stream, audio stream, facial animation parameters) are logically connected to the decoding pipelines. At any time, an update of tile scene structure may be sent. These updates can access any field of any updateable node in the scene. An updateable node is a node that received a unique node identifier in the scene structure. The scenes can also be interacted locally by the user, and this may change the scene structure or any value of any field of any updateable node. Composition information (i.e. information about the initial scene composition mid the scene updates during the sequence evolution) is, like other streaming data, delivered in one Elementary Stream. The composition stream is treated differently from any other, because it provides the information required by the terminal to set up the scene structure and map all other Elementary Streams to the respective Media Objects. As the regular media streams, the composition stream has an associated time base, which defines the clock to which Time Stamps in the composition stream refer Spatial relationships The Media Objects may have 211) or 3D dimensionality. A typical Video Object (a moving picture with associated arbitrary shape) is 2D while a wire-frame model of the face of a person is 3D. Audio also may be spatialized in 3D, specifying the position and directional characteristics of the sotu'ce. Each elementary Media Object is represented by a leaf in the scene tree, and has its own local coordinate system. The mechanism to combine the nodes of the scene tree into a single global coordinate system is the usage of spatial transformations associated to the intermediate nodes, which group their children together (see Fig. 4). Following the tree branches from

9 512 bottom to top, the spatial transformations are cascaded until the unique coordinate system associated to the root of the tree. In case of a 2D scene the global coordinate system might be the same as the display coordinate system (except for scaling or clipping). In case of a 3D scene, the projection from the global coordinate system to the display must be performed by the last stage of the rendering chain Temporal relationships The composition stream (BIFS) has its own time base associated. Even if the time bases for the composition and for the elementary data streams might be different, they must however be consistent except for translation and scaling of the time axis. Time Stamps attached to the elementary media streams specify at what time the Access Unit for a Media Object should be ready at the decoder input, and at what time (and for how long) the Composition Unit should be ready at the compositor input. Time Stamps associated to the Composition Stream specify at what time the Access Units for composition must be ready at the input of the composition information decoder The ObjectDescriptor When using MPEG4 as a technology for providing services, a number of not just technical issues appear: copyright permissions, cost of the contents, cost of the transmission, and so on. MPEG4 Systems designed a simple but powerful and extendible mechanism to manage all such information: the ObjectDescriptor. The ObjectDescriptor is a structure containing the detailed description of all the Elementary Streams that can be potentially attached to a particular node in the scene, either by providing information to the single ES, or by providing information to the whole group of ESs it describes. This structure complements the information contained in the scene description (the BIFS) by providing details about a node in the scene hierarchy. The ES_Descriptor contains a description of the Elementary Stream (coding algorithm, profile, bandwidth and buffer requirements...), of the parameters specifying the format of its AL-PDU headers, of the Quality of Service to be presented to the end-user. Moreover it provides an unambiguous identifier of the Elementary Stream. The ObjectDescriptors are generated by the application and are transmitted as any other Elementary Stream. Only the so-called First ObjectDescriptor is carried differently (as a result of attaching to the service), and with no AL-PDU header Description of the components Each of the subsystems is mapped, in the software implementation [9], to a software object. Thus, the description of the behavior of the system components is based on object-based software terminology Appfication The Application is the first object to be created and initialized. graphical user interface to select the MPEG-4 scene to retrieve. It provides the The Application

10 513 creates an Executive, which takes over the control of execution. needs not be defined for standardisation of the system. The Application Executive The Executive is the main control of the overall system. It runs in its own thread and performs the following tasks: 1. Instantiates BIFSDecoder, Presenter and the global ClockReference objects. 2. Establishes a Service (either local or remote) and requests it to create the BIFS DataChannel. 3. Binds the BIFS DataChannel to BlFSDecoder through a MediaStrealn. 4. Starts a session by opening the BIFS DataChannel. 5. Calls BIFSDecoder to parse and construct the scene. 6. Calls Presenter to initialize itself. 7. Calls BlFSDecoder to parse ObjectDescriptors and scene updates. 8. Passes control messages to the VisualRenderer. 9. Notifies the Application when the session has played to the end Service (Delivery layer) This component implements the equivalent of the Delivery layer. It almost hides the differences between a few delivery technologies, by managing the access to the delivery resources (e.g.: files, sockets) Demultiplexer (FlexMux layer) This component is created and run by the Executive, and implements the MPEG-4 Flex(De)Mux tool. The Demultiplexer extracts from a single multiplexed stream the individual data packets, and forwards them to the appropriate DataChannels DataChannel (Access Unit layer) The DataChannel implements the Access Unit layer, and extracts the timing and synchronization information BIFSDecoder This object runs in the Executive thread, and its main goal is decoding composition information from the BIFS bitstream. It retrieves data from the input MediaStream, instantiates the root MediaObject, and call it to parse itself and build the scene tree. Whenever a node update is detected it calls the appropriate node to parse and update itself. Whenever an ObjectDescriptor is detected it passes the information to the proper node so the node can create the necessary Decoder, MediaStream, and MediaObject MediaDecoders There are a number of different types of decoders, one type for every possible type of elementary media stream. The decoders take the coded bitstream representation of

11 514 the stream, and reconstruct the stream information in a format that can be used by the compositor and presenter. The decoders read from input buffers created by the executive. When there is not enough data in a buffer for a decoder to read, the execution of the decoder is suspended until the demultiplexer has written more data into the buffer. Likewise, when the output buffer becomes full because the compositor has not used all of the reconstructed information, the execution of the decoder is also suspended. End to end synchronisation must be preserved in order to avoid buffers overflowing or underflowing. Each decoder runs in its own thread. A decoder is bound to two MediaStreams- the input stream and the output stream. The task of fetching coded units from the input streams (EBs) and storing presentation units into the output stream (PBs) is carried out by this base object Compositor (Scene Graph) The compositor takes the reconstructed information from the decoders, and uses the scene description information to combine the different streams. The scene description information specifies what transformations are to be applied to the reconstructed streams, along with the layering of multiple objects. For example, the transform applied to a video object might be to offset it, or to scale it, whereas the transform applied to an audio stream might be to change its volume. The compositor is also responsible for performing what transformations are required. When building up the scene, the compositor also takes into account user input that has been received which affects the scene description. This can include such things as disabling the display of a particular component, or to change the transformation applied to an object. This task is done by a MediaObject, It is an object that exists in the 3D space defined by the compositor. It is the base class for all nodes defined by BIFS. MediaObjects are arranged hierarchically, and the whole object tree consists a Scene. The scene is identified by the root object. MediaObjects have the following properties: 1. A MediaObject has zero or more "fields". 2. A MediaObject can be a parent to zero or more other media objects. All the child objects sha/'e the attributes of the parent object. A position of a child object is relative to its parent object. 3. A MediaObject can render itself and its children. 4. A MediaObject must include proper BIFS macros, if it needs to be constructed or updated by the BIFS parser. 5. Each MediaObject may have an attached MediaStream. Media objects that consume streams, like video and audio clips, use these to fetch stream units Presenter The presenter takes the final composed image and audio stream from the compositor, and presents them to the user. It is also the responsibility of the presenter to receive input from the user, and pass the appropriate information onto the compositor. It is anticipated that the presenter will provide an appropriate user interface in which it is

12 515 easy for a user to control the playing and composition of the final output. However, the look and feel of the presentation is left to the application's designer who has the responsibility of defining the behaviour of the application with respect to the user's interaction. This object runs in its own thread and controls the scene presentation. The object itself only provides the thread and the timing, while the presentation hard work its done by the MediaObjects and the Renderers. This works as following: 1. The Executive instantiates the Presenter. 2. The Presenter instantiates the visual and audio Renderers. 3. When BIFSDecoder has finished constructing tile scene out of tile BIFS, tile Presenter calls the initialization of the Renderers, and starts the Presenter's thread. 4. The Presenter's thread runs in a loop, which, every x milliseconds, calls the Render function of the scene's root. 5. Each MediaObject renders itself and its child nodes. 6. At the end, the Presenter performs cleanup stuff, like erasing the window, and terminates the Presenter's thread. 7. The Executive deletes the scene. To perform audio and video rendering, the object may use AudioRenderer or VisualRenderer. In order to ensure minimal effort when porting the Player code to other platforms, it is recommended that all platform dependent operations will be confined to the Renderers object. 6. Example This section gives a snapshot of a sample scene used to test the system implementation. It describes the case study that results in the scene shown in Fig. 4. The case study contains four different Media Objects. A QCIF JPEG Still Picture, synchronised with the news presented by the speaker, a QCIF MPEG-4 Video Object, the speaker, updated at 25 fps, an MPEG-4 audio, the voice of speaker, and a Text, updated at given time stamps, which represents the news presented by the speaker. This scene is described by the ASCII representation of the BIFS Binary Format for Scene Description Fig. 5 and contains also information on the structure and type of the A/V objects. A scene description is stored in a text file which must be converted to a binary file. The scene decoder (BIFS Decoder) must construct the tree representing the scene description from this binary file.

13 516 () Transform2d Nodes - Audio node (8 khz MPEG-4 Audio coding). Voice of the Speaker - 176"144 Moving Picture (25 fps Mpeg-4 Video coding). Moving Picture contains a Speaker presenting news *288 Stilt Picture OPEG coding). Synchronised with the text, Still picture contains pictures regarding the news. - Text Box. Text related to the news presented by the Speaker. Fig.4: Structure of tile Demo Trans form2d { children [ Trans form2d { translation children [ Shape { appearant:e Appearance2b{ texture MovieTexture { ob jectdescr [ptorld 32 } } } Sound2D {... } } Ses s :i onst reamas sociat ion { Ob ject.descrj ptor { ObjectDescriphot]d 32 } l)eetypest ring vi sua ]/R(;B Fig.5: ASCII representation of the BIFS Binary Format for Scene Description The main nodes used for describe this scene are: Transfonn2D. This node is a grouping node that performs geometric transformations on its children. The semantics of the composition parameters is a modifica-

14 517 tion of the trmasformation matrix from the node coordinates space to its father coordinates space: * Shape. This node has two fields: appearance and geometry which are used to create rendered objects in the world. The appearance field shall specify an Appearance2D node that specifies the visual attributes (e.g. material and texture) to be applied to the geometry MovieTexture. Defines a time dependent texture map (contained in a movie file) and parameters for controlling the movie and the texture mapping. Texture maps are defined in a 2D coordinate system, (s, t), that ranges from 0.0 to 1.0 in both directions. The bottom edge of the image corresponds to the S-axis of the texture map, mad left edge of the image corresponds to the T-axis of the texture map. The lower-left pixel of the image corresponds to s=0, t=0, and the top-right pixel of the image corresponds to s= 1, t= 1. Sound2D. Relates an audio BIFS subgraph to the rest of an 213 audiovisual scene. 7. Conclusions The paper has provided an overview of the current status of the "Systems" and "DMIF" parts of the MPEG-4 standard. Although the document does not address the whole specification, its description of the main system elements offers to the reader a comprehensive view of the foundations of an MPEG-4 compliant (terminal) architecture. It is expected that the current version of the standard, particularly the topics related to the support of scripting mechanisms as well as the specification of semantics and syntax for back-channels, will evolve in its version two, tlms accommodating a wide range of requirements. At the time of writing these issues are under study and will only be available middle of next year. The authors want to acknowledge the work done so far by the MPEG-4 Systems adhoc group "IM-I" (Systems Implementation 1) and particularly its chair Mr. Zvi Lifshitz from VDOnet Corp. 8. References 1. MPEG-1 (ISO/IEC 11172), "Coding of Moving Pictures and Associated Audio for Digital Storage Media at up to about 1.5 Mbids", MPEG-2 (ISO/IEC 13818), "Generic Coding of Moving Pictures and Associated Audio", VRML (ISO/IEC DIS ), "Virtual Reality Modeling Language", April MPEG 4 Systems Commettee Draft ( ), WGI1, doc N1901 Nov MPEG-4 Video Commettee Draft ( ), WGll, doc N1902 Nov MPEG-4 Audio Commettee Draft ( ), WGll, doc N1903 Nov MPEG-4 DMIF Commettee Draft ( ), WGll, doc N1906 Nov ISO/IEC JTC1/SC29/WGll/M3111, APIs for Systems VM Implementation 1, March ISO/IEC JTC1/SC29/WGll/M3301, 1M-1 2D platform vet.2.7, March 98

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