Graphics Software Architecture for High- End Interactive Television Receivers

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Transcription:

Graphics Software Architecture for High- End Interactive Television Receivers Pablo Cesar Helsinki University of Technology Finland pcesar@tml.hut.fi http://www.tml.hut.fi/~pcesar

Introduction Device Chaos Background Graphics Architectures Content Authoring Formats Digital Television Related Work Research Questions Thesis Results / Contributions Conclusions Outline

Introduction: Device Chaos Variety of multimedia devices Desktop (PCs) Non-desktop (STB) Number of networks Broadcast Mobile Diversity of Content MPEG-2 Java XML based

Background: Graphics Architectures (1/3) Applications Higher level Tools Toolkit Windowing System Operating System Myers definition of a layered architecture Applications implemented using higherlevel tools Toolkit: a library of widgets used by applications Windowing System: helps user to monitor and control different contexts (input and output functionality) Digital Television as Non-WIMP User Interfaces (based on Green and Chorianpoulos findings): Temporal based nature (Multimedia) Embedded System Hypermedia capabilities

Background: Graphics Architectures (2/3) Scene Based Architectures Can be considered as a subset of windows architectures Implies the performance of one task at the time OrderedGroup (Scene) Please, select a topic by using your remote control OK MovieTexture (Video) Transform2D (Graphics) Text and Rectangle (Background) Please, select a topic by using your remote control ImageTexture (Image of Topics) TouchSensor (Panel) Button Button Button OK

Background: Graphics Architectures (3/3) Background Layer Digital Television Video Layer Graphics Layer Architecture: Three overlapping layers Using transparencies (alpha channel) Background + Video + Graphics Graphics Layer: Use of video objects Use of 3D graphics objects Use of 2D graphics objects

Background: Content Formats (1/2) Multimedia (Heller/Purchase) Modality: aural and visual Nature of the sign: concrete iconic (photorealistic image), abstract iconic (map), symbolic (written word) Syntax / Arrangement: spatial and temporal Interaction (Aleem) Passive: only visualization Reactive: limited interaction (e.g., Scroll Pane functionality). Proactive: choose a path or make selections (e.g., Button). Reciprocal: corresponds to user authoring of information DVD Broadcast TV Web Surfing Interactive TV Video Games Multimedia Authoring Face to Face Communications Zero Level of Interaction One

Background: Content Formats (2/2) Requirements Supported Media Types: audio, video, text, graphics, and animation Arrangement of the signs: spatial and temporal Interaction: passive, reactive, proactive, and reciprocal Difficulty to use (threshold) Expressional power (i.e., ceiling) Safety of Distribution Interoperability Compiled Languages VM Languages Markup Languages Threshold +++ ++ + Ceiling +++ ++ + Interoperability + ++ +++ Safety of Distribution + ++ +++

Europe (DVB) (MHP 1.1) USA (ATSC) Japan (ARIB) ITU Background: Digital Television (1/3) Execution Env. DVB J ACAP J ARIB AE (STD B23) ITU J.202 GEM bridge bridge ITU J.200 Presentation Env. System Architecture DVB HTML ACAP X BML (STD B24) ITU J.201??? Worldwide Application Environment Procedural Env.: GEM (DVB-J) Basic Java (e.g., java.lang) Java TV: applications lifecycle JMF: audio and video HAVi: 2D User Interface Declarative Env.: Undecided XHTML: structure of document CSS: look Media types: images, video TV Specific extensions: for example remote control interaction Needs scripting for handle events (broadcast, user)

Background: Related Work (1/2) Most relevant research groups: Blendo (http://www.blendomedia.com): Markup Language based on VRML 3DTV (http://3dtv-research.org): capture, transmission, and display of 3D TV PISTE (http://piste.intranet.gr): animated 3D content and television broadcast SAMBITS (http://www.irt.de/sambits): MPEG-4 player integration in receiver Based on MPEG-4, but little interoperability with MHP/GEM

Background: Related Work (2/2) Commercial systems Europe (ADB, Philips, Thomson...) Procedural Environment, DVB-J: 2D graphics and video Declarative Environment: commercial browsers that claim DVB- HTML compatibility (e.g., Espial, Ortikon) Tivo (http://www.tivo.com): Personal Video Recorder MSNTV (http://www.webtv.com): Internet browsing in the TV Game Consoles: XBox can access the TV stream Open Source Projects LinuxTV (http://www.linuxtv.org): provides applications and drivers for creating your own set-top box MythTV (http://www.mythtv.org/): Personal Video Recorder OpenMHP (http://www.openmhp.org): MHP stack

Research Questions 1. What are the limitations of current digital television receivers implementations? 2. How the GEM standard can be extended, so it defines a Declarative Environment? 3. How the GEM Standard can be extended, so it includes support for all kinds of multimedia objects (2D, 3D, and video) and WWW access? 4. How manufacturers, following GEM, can differentiate their products? 5. What graphics architecture is needed to implement GEM and the extensions proposed in the Thesis? Is this architecture valid for other media stations?

P1 (2001) System Software for Digital Television P2 (2001) Integration of Applications into a Digital Television Environment Thesis: Publications P3 (2002) A Graphical User Interface Framework for Digital Television P6 (2003) Delivering MHP Applications into a real DVB T Network, Otadigi P8 (2004) Open Graphical Framework for Interactive Television P9 (2005) A Graphics Architecture for High End Interactive Television Terminals P4 (2002) Cross Platform SMIL Player P5 (2003) Usage of a SMIL Player in Digital Television P7 (2004) A Device Independent XML User Agent for Multimedia Terminals P1: general study on the system software for DTV P2: description of a system model to run different DTV applications P3: Graphical User Interface Toolkit for DTV P4: portable SMIL player running on different devices P5: possible use case scenarios for SMIL in DTV P6: description of two services transmitted over a DTV network P7: definition of an XML based profile for developing interactive multimedia services (SMIL+XForms) P8: layered graphics architecture for non-desktop devices P9: extension to P8 with detailed study on graphics architectures alternatives. Complete reference implementation

Name: Author: Year: Place: Graphics Software Architecutre for High End Digital Television Terminals Pablo Cesar 2005 Helsinki University of Technology, Finland Chapter 1: Introduction (Big Picture of multimedia systems) Multimedia Devices Convergence of Networks Content Authoring Formats Graphics Architecture Chapter 2: Digital Television (Overview of DTV Environment) Architecture Standards (DVB, MHP, OCAP, ARIB...) State of the Art A Look Towards the Future Chapter 3: Content Authoring Formats (Definition of a worldwide App. Env.) Compiled Languages (C) Virtual Machine Languages (Java) Markup Languages (XML) Application Environment for DTV Chapter 4: Extensions to GEM (Proposals to Enhance GEM) Related Work 3D Graphics Support Audio and Video Support WWW Convergence Chapter 5: Graphics Architecture (Device Side Implementation) Window Based Toolkit Based Scene Based Proposed Model Chapter 6: Reference Implementations (Concept Implementation) Otadigi: DTV Broadcast System Ubik: Configurable DTV Receiver

Results: Graphics Architecture Threshold High Level Languages GUI Toolkit Ceiling Hardware Abstraction Layer Graphical Context Graphical Environment HAL: renders the final graphics output Graphical Context: cross-platform abstraction of the rendering region Graphical Environment: means to control different contexts GUI Toolkit: ready-made user interface widgets HLL: to develop simple services Lack of pointing device Usage: One task at the time Screen composed of multimedia objects Seamless integration of video, 2D and 3D objects A layered architecture, so developers can implement at any level

Results: Graphics Architecture Validation Threshold DVB MHP High Level Languages DVB HTML GUI Toolkit HAVi Ceiling Hardware Abstraction Layer Graphical Context Graphical Environment AWT and DVB Classes Threshold Game Console High Level Languages GUI Toolkit Ceiling Hardware Abstraction Layer Proprietary API Graphical Context Graphical Environment

Results: Digital Television Profiles (1/2) Broadcast: Basic Requirements: Television usage: sit on the sofa and watch the favourite show at a given time Catch majority of the population Proposed profile: Audio Visual Content Digitised Examples: DVB-T/C/S (Europe), ISDB (Japan), ATSC (USA) Broadcast: Enhanced Requirements: Interactive applications with internal logic Procedural environment: Java Proposed profile: DVB-J (as part of GEM, worldwide accepted version of MHP 1.0)

Results: Digital Television Profiles (2/2) Interactive: Basic Requirements: Browse simple XML documents Limited navigation Images, text Proposed profile: XHTML Basic + CSS Interactive: Internet Access Requirements Browse XML Compound Documents (complex) Interactive Temporal Synchronisation Video and audio Proposed profile: XML Compound Documents (SMIL + XForms) Interactive: High End Requirements Integration of all kinds of multimedia objects Temporal Dimension Proposed profile: DVB-J + OpenGL Java Wrappers JMF media player (all kind of formats)

Results: Reference Implementation (Ubik) DVB-T reception and visualisation of the A/V stream HAL: DirectFB and OpenGL Resource Manager: to control the different processes Graphical Context: SDL Graphical Environment: SDLAWT (java.awt) GUI Toolkit FTV: 2D widgets JMF: other video than A/V Java OpenGL: 3D Graphics HLL: X-smiles (XHTML, SMIL, XForms)

Applications XML Documents DVB J Java OpenGL SDL Games Channel Tuning Stop/Play Stream Native UI Resource Manager System Software Architecture X Smiles XML User Agent FTV JMF TVGL OpenGL Drivers Extended GEM Environment SDLAWT SDL DirectFB video audio libavcodec libsoftmpeg LinuxTV Legend Home built 3rd Party (modified) 3rd Party Device Dependent Libraries FusionSound ALSA / OSS Matrox 550 Keyboard Nova t PCI Sound Card

Pablo Cesar Results: Ubik HAL Example composition of scenes: 3D graphics object A/V Stream Performance Around 60 FPS

Results: Ubik Graphical Context Example native 3D Graphics Some games downloaded from a portal

Results: Ubik Graphical Environment + GUI Toolkit Java Applications Profile: Broadcast Enhanced Target: Procedural Environment Applications (internal logic) Languages: DVB-J Interaction: Colour Buttons HAVi Widgets Multimedia Objects: Images/Text Animations Video/audio

Results: Ubik High Level Languages (1/2) XML Based Document Profile: Interactive Television Basic Target: Information Services (e.g., Teletext) Languages: XHTML Basic Interaction: Navigation Multimedia Objects: Images Text

Results: Ubik High Level Languages (2/2) XML Based Document Profile: Interactive Internet Access Target: Complex Applications (e.g., E- learning Portal) Languages: SMIL (or XHTML+Timesheets) XForms Interaction: Buttons/Selections... Navigation Multimedia Objects: Images/Text Video/Audio

What are the limitations of current digital television receivers implementations? How the GEM Standard can be extended, so it defines a Declarative Environment? How the GEM Standard can be extended, so it includes support for all kinds of multimedia objects (2D, 3D, and video) and WWW access? Conclusions (1/2) WWW Convergence, Streamed media and 3D graphics Procedural (GEM), declarative (XHTML, CSS, continuous media objects, TV extensions such as remote control) GEM procedural extensions (Java bindings of OpenGL), Declarative (XHTML + XForms + SMIL syntax)

Conclusions (2/2) How manufacturers, following GEM, can differentiate their products? What graphics architecture is needed to implement High-End Interactive Television receivers? Is this architecture valid for other media stations? For example, game console convergence Five layers proposed model: HAL, Graphical context, Graphical Environment, GUI Toolkit, and HLL