This paper presents first compression results on using the MPEG-4 BBA standard for encoding motion capture data. We first introduce a detailed description of the main compression mechanisms used in recently BBA standard: prediction, frequency transform, quantization and entropy encoder and discuss the theoretical range of encoding performances. Then we introduce an optimized BBA encoder including also a key-frame reduction mechanism and show the compression results on animation files from typical motion capture data-base. We compare the results with the ones reported in literature showing the advantages of the MPEG-4 BBA in terms of bit-rate, complexity and range control.
Most of the multiplayer games available online are based on a client-server architecture because this architecture gives better administration control to the game providers. Besides controlling the account and payment information of the players, this architecture also prevents players from cheating as all the game logic is executing on the centralized server. We proposed a server assisted approach for mobile games in [2]. However, because of the varying and high latency of wireless networks and of the changing consistency requirements during the game play, it is difficult to keep the user experience highly interactive in clientserver architecture. This paper presents an adaptive hybrid clientserver architecture which changes its behavior according to network and game environment variations to improve game state consistency across different mobile terminals. The server applies consistency mechanism on its side, as in the traditional clientserver architecture and dynamically switches to apply a client side consistency mechanism when inconsistencies occur at the client side because of the change in network conditions and/or game requirements. We have evaluated our approach on a car racing game. The results show that we can obtain an improved global consistency under a high and varying latency network using our dynamically adaptable approach.
We analyzed the three main open standards dealing with three-dimensional (3-D) graphics content and applications, X3D, COLLADA, and MPEG4, to clarify the role of each with respect to the following criteria: ability to describe only the graphics assets in a synthetic 3-D scene or also its behavior as an application, compression capacities, and appropriateness for authoring, transmission, and publishing. COLLADA could become the interchange format for authoring tools; MPEG4 on top of it (as specified in MPEG-4 Part 25), the publishing format for graphics assets; and X3D, the standard for interactive applications, enriched by MPEG-4 compression in the case of online ones.Since 1963, when Sutherland created the first computer program for drawing [ 1 ], the field of synthetic graphics has followed, as many others involving computers, more or less the same exponential growth foreseen by Gordon E. Moore in 1965 with respect to the advances in semiconductor industry. In the early years, the progress was pushed up by scientific interest, the real boom being reached when the need for special effects and 3-D graphics content came from the film industry and later from the video games. Of those two industries, the former leads to the development of technologies for the production of high-quality images, and the latter, which has already outgrown the former,
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