CN1277774A - 在广播应用中仿真互联网上的流式传输 - Google Patents

在广播应用中仿真互联网上的流式传输 Download PDF

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CN1277774A
CN1277774A CN99801418A CN99801418A CN1277774A CN 1277774 A CN1277774 A CN 1277774A CN 99801418 A CN99801418 A CN 99801418A CN 99801418 A CN99801418 A CN 99801418A CN 1277774 A CN1277774 A CN 1277774A
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R·马拉特
A·辛哈
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Koninklijke Philips NV
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/4302Content synchronisation processes, e.g. decoder synchronisation
    • H04N21/4307Synchronising the rendering of multiple content streams or additional data on devices, e.g. synchronisation of audio on a mobile phone with the video output on the TV screen
    • H04N21/43072Synchronising the rendering of multiple content streams or additional data on devices, e.g. synchronisation of audio on a mobile phone with the video output on the TV screen of multiple content streams on the same device
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N19/00Methods or arrangements for coding, decoding, compressing or decompressing digital video signals
    • H04N19/20Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using video object coding
    • H04N19/27Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using video object coding involving both synthetic and natural picture components, e.g. synthetic natural hybrid coding [SNHC]
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/23Processing of content or additional data; Elementary server operations; Server middleware
    • H04N21/234Processing of video elementary streams, e.g. splicing of video streams or manipulating encoded video stream scene graphs
    • H04N21/2343Processing of video elementary streams, e.g. splicing of video streams or manipulating encoded video stream scene graphs involving reformatting operations of video signals for distribution or compliance with end-user requests or end-user device requirements
    • H04N21/234318Processing of video elementary streams, e.g. splicing of video streams or manipulating encoded video stream scene graphs involving reformatting operations of video signals for distribution or compliance with end-user requests or end-user device requirements by decomposing into objects, e.g. MPEG-4 objects
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N7/00Television systems
    • H04N7/14Systems for two-way working
    • H04N7/15Conference systems
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N7/00Television systems
    • H04N7/24Systems for the transmission of television signals using pulse code modulation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/402Communication between platforms, i.e. physical link to protocol
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
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    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/409Data transfer via television network
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video
    • AHUMAN NECESSITIES
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    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8017Driving on land or water; Flying
    • AHUMAN NECESSITIES
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    • A63F2300/8082Virtual reality

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  • Processing Or Creating Images (AREA)
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Abstract

在客户-服务器网络上的广播应用中,仿真在互联网上流式传输动画数据给多个客户。动画被认为是一系列状态。状态信息被发送到客户,而不是图形数据本身。客户在状态信息的控制下产生动画数据本身。服务器和客户使用共享对象协议进行通信。因此,流式传输以及广播一起被完成,而不会遇到严重的网络带宽问题。

Description

在广播应用中仿真互联网上的流式传输
                   发明领域
本发明涉及通过网络对多媒体文件进行流式传输(streaming)。本发明具体地涉及使得仿真在广播范围内通过互联网进行流式传输图象或视频动画成为可能。
                  背景技术
术语“streaming(流式传输)”是指将数据从服务器传输到客户,以使得在接收端可以把它作为稳定的和连续的数据流来处理。随着互联网的成长,流式传输技术变得越来越重要,因为大多数用户不能足够快地接入以下载大的多媒体文件,例如,包括图形动画、音频、视频、或它们的组合。然而,流式传输使得客户的浏览器或插入能够在接收到整个文件以前开始处理数据。为了流式传输行得通,接收文件的客户端必须能够收集数据和把它作为稳定的数据流发送到正在处理数据的应用项。这意味着,如果客户在比所需要的更快地接收数据,则超量的数据需要被缓存。另一方面,如果数据没有及时到达,数据的呈现将不是平滑的。
术语“file(文件)”在这里被用来表示可供数据处理的相关数据项实体,它能够作为整体被处理。在本发明的范围内,术语“file”可以指实时产生的数据以及从存储器恢复的数据。
VRML 97和MPEG-4是当前可提供的或正处在开发的用于通过互联网进行图形数据通信的技术。VRML 97代表“Virtual RealityModeling Language(虚拟真实模型语言)”,它是用于描述交互3D(三维)多媒体内容的国际标准(ISO/IEC 14772)文件格式。MPEG-4是由MPEG(活动画面专家组)开发的ISO/IEC标准。在这两种标准中,图形内容被构建成所谓的场景图形。场景图形是坐标系统和形状的族树,它们集合地描述图形世界。场景族树中最顶端的项目是世界坐标系统。世界坐标系统起到对于一个或多个子坐标系统和形状的父代节点的作用。这些子坐标系统又是另一些子坐标系统和形状的父代节点,等等。
VRML是用于描述对象的文件格式。VRML规定一组用于实施3D图形、多媒体、和交互对象/世界构件的对象。这些对象被称为节点,它们包含被存储在字段和事件中的基本的数据。典型地,场景图形包括结构节点、叶节点、内插节点、和传感节点。结构节点规定场景内对象的空间关系。叶节点规定对象的物理外貌。内插节点规定动画。传感节点规定对于特定的用户输入模态的用户交互作用。VRML并不直接支持从服务器到客户的数据流式传输。对于流式传输来说是重要的那些手段(例如数据流之间的同步和时间印记)在VRML中并不存在。然而,VRML具有一种机制,它允许外部的程序与VRML客户交互作用。这已经在体育应用项中被用来装载动画数据给客户。例如,从<http://www.virtualive.com>上参阅Orad Hi-Tec System,Ltd公司的“VirtuaLive Soccer”。这个网页文件讨论用于产生现实的、活动的、三维图形剪接的处理过程,它模拟真实的足球比赛精华部分,以便通过互联网发送。该系统以接近实时地用完全多媒体的网页产生用来补充电视体育覆盖的内容。在这个例子中,处理过程以两个步骤来进行。首先,体育馆的图形模型和足球运动员的图形模型连同外部程序(在本例中是Java Applet)一起被下载。然后,用户可以与外部程序交互作用,以请求特定的动画。用于这种动画的数据然后被下载到客户,它们与用户交互作用。按照节点类型来说,这个处理过程首先下载结构节点和叶节点,然后是内插节点。通过改变内插节点组,有可能运行不同的动画序列。在这个例子中所使用的处理过程有点等价于这样的一种单个步骤的处理过程,其中用户可以选择包含全部模型(结构节点)和全部动画数据(内插节点)的完整的VRML文件。这个方法导致在客户处可以播放任何内容之前的长的下载时间。这是作为失败的经验被感受的,特别是如果与电视广播(其中内容是立即可供使用的)相比较的话。
上述的另一种技术,MPEG-4,规定了用于场景的二进制描述格式(BIFS),它与VRML 97有很大的重叠。另一方面,MPEG-4已经被设计来支持图形的流式传输以及用于视频。MPEG-4规定了用于更新场景和使场景活动的两个服务器/客户协议:BIFS-Update和BIFS-Anim。MPEG-4比起VRML的某些优点是场景描述和动画数据的编码以及内建的流式传输能力。用户不必等待全部下载动画数据。例如,在上述的足球比赛广播应用中,只要运动员和体育馆的模型一旦被下载,动画就可开始。MPEG-4还有这样的优点,由于它的使用压缩的二进制格式的BIFS传送协议,它是更有效的。
在流式传输方面,上述的已知技术在带宽使用、分组-丢失隐蔽或恢复、和多用户交互性方面,特别是在给大量客户的广播中,具有若干限制。
关于带宽,在服务器处产生完整的动画。这导致需要在将客户到服务器的网络(例如互联网)上传送大量的数据。例如,在上述的足球广播应用中,需要22个足球运动员是活动的。每个单独的运动员的每个动画的数据点包括在三维空间中的位置和一组(比如说)15个旋转关节(joint rotations)来模仿运动员的姿势。这代表63个浮点数值。如果假定动画的更新速率是每秒15个数据点,则需要665kbps的比特速率。这个比特速率可通过压缩而被减小。典型地,使用BIFS可减小比特速率20倍,给出约33kbps的比特速率。然而,这个数目没有考虑对于互联网协议(RTP、UDP、和IP)和对于附加数据类型(例如音频)所需要的附加开销。无论如何,当前在消费者市场上可以买到的典型的调制解调器具有28.8kbps或33.6kbps的容量。很明显,由于带宽限制,流式传输动画在最终用户处会造成问题。在给大量客户(比如说,100,000个客户)的广播的情况下,将需要在几个路由器处复制数据流。互联网的路由器确定:在到达分组的最后目的地的路程上,该分组应当被转发到的下一个网络点。路由器根据它对于它所连接的网络的状态的当前的了解,决定用哪条路程发送每个信息分组。路由器位于网络的任何接合点或网关,包括每个互联网存在点。很显然,广播会导致互联网上的难以控制的数据爆发。为了避免这种情况的发生,需要把实际带宽限制为比28.8kbps低得多。
关于分组丢失隐蔽,基于VRML的系统利用可靠的协议(TCP)。分组丢失不是这里的问题。在MPEG-4的情况下,BIFS使用RTP/UDP/IP。所以,需要有分组丢失恢复机制。在点对点的应用中,可以考虑重新发送丢失的分组。然而,在广播的情形中,这要复杂得多。然而,在两种情况下,MPEG可靠度需要更大的带宽使用量(冗余性)或者更长的执行时间(重新发送)。
关于多用户交互性,VRML和MPEG-4主要是基于服务器-客户的通信。不存能够使得多个客户之间进行通信的措施。
为了得到关于VRML的更多的信息,可参阅,例如,在<http://sgi.felk.cvut.cz/~holecek/VRML/concepts.html>上的“KeyConcepts(关键概念)”,March 5,1996,或在<http://www.stl.nps.navy.mil/~brutzman/vrml/vrml 95.html>上公开提供的,D.P.Brutzman等人的,“InternetworkInfrastructure Requirements for Virtual Enviroments(对于虚拟环境的网间连接底层结构要求)”,Jan.23,1996.
为了得到关于MPEG-4的更多的信息,可参阅,例如,在<http://drogo.cselt.stet.it/mpeg/standards/mpeg-4/mpeg-4.htm>上公开提供的,“Overview of the MPEG-4 Standard(MPEG-4标准概要)”,ISO/IEC JTC1/SC29/WG11 N23232 ed.Rob Koenen July 1998.
                     发明目的
所以,本发明的目的是提供一种技术,它使得客户能够把多媒体像稳定和连续的数据流那样来进行处理。另一个目的是使得大量客户能够在互联网上的广播中进行连续的处理。应当指出,上述的问题在广播应用中变成为相当尖锐。
                     发明概要
为此,本发明提供了对通过网络将多媒体文件流式传输到一个被连接到网络的接收站进行仿真的方法。提供了描述文件的各个状态的各个状态信息。使得接收站能够通过网络接收各个状态信息,以及使得接收站能够在各个状态信息的控制下在本地产生多媒体文件。在用于动画的广播中,本发明涉及通过网络提供数据从而能显示图形动画的方法。在网络上提供描述各个接连的动画状态的各个状态信息。各个状态信息是通过网络接收的。使接收站能够在进行接收后在各个状态信息的控制下产生动画。
在本发明中,多媒体文件(动画、视频、或音频文件)以一系列的状态被描述。正是将这个状态信息而不是将动画数据本身发送到客户。所以,术语“emulating(仿真)”强调:被传送到客户的信息不需要进行流式传输。客户在本地根据所接收的状态信息产生用于演播的数据。因此,用户可以在演播期间觉察到连续和稳定的数据流,如同该数据是在网络上(在最佳条件下)进行流式传输一样。
在优选实施例中,将一个共享的对象协议用来完成仿真。服务器和客户具有一批对象的复制品。对象是一种保持状态信息的数据结构。在模拟足球比赛方面,对象例如是一个足球运动员的图形表示。服务器接收流式传输的视频文件,以及监视该对象。应当指出,MPEG-4使得能够创建作为整体被处理的视频对象。如果服务器改变这个对象的状态,则共享的对象协议使得客户处的复制品随之改变。这一点可参照附图更详细地被描述。
这个状态信息比起动画数据本身具有更高的抽象级别。例如,在上述的足球比赛广播应用中,状态信息包括22个运动员在场地上的当前位置和规定他们当前行动(例如,“跑动”、“跳跃”等等)的参量。使用较高级别信息具有几个优点,特别是在其中动画在互联网上被流式传输给大量观众的广播应用中。在互联网上传送时,状态信息的内容是非常紧凑的,这样比起流式传输动画本身的情况下需要较低的带宽。动画可根据几个参量在本地被产生。另外,动画数据点的更新速率是较低的,因为动画的状态以慢于动画数据本身的速率改变。这有助于进一步降低带宽要求。而且,本发明对于分组丢失恢复或隐蔽以及对于网络执行时间起伏遮蔽提供了改进的可能性。在状态之间很容易进行内插和外推,以及实施推测算法原理。由于这个较高的抽象级别,用户与动画的交互是更容易编程的。另一个优点是,如果使得客户能够共享状态信息,则多用户交互是行得通的。再一个优点是,使得客户能够根据他们各自的处理能力(该能力可能随客户而不同)把状态信息变换成动画。在客户处的可提供资源可能随每个客户或客户组而不同。
在本发明的范围内,可参考同一个受让人的美国专利申请序列号No.09/053,448(PHA 23,383),其题目为“Group-wise videoconferencing uses 3D-graphics model of broadcast event(分组视频会议使用广播事件的3D图象模型)”,该专利申请在此引用,以供参考。这个文件描述了提供给多个在地域上分布的最终用户的电视广播业务。广播业务与会议模式结合在一起。在广播中的某个事件后,特定的最终用户组在软件控制下被切换到广播模式,从而使得该组用户能够讨论该事件。会议模式通过被下载到该组的事件的视频表示的3D图形模型而被增强。最终用户能够与模型交互作用,以便讨论事件的可选方案。
                         附图简述
现在参照附图和通过实例来说明本发明,其中:
图1是VRML客户-服务器系统的图;
图2是MPEG-4客户-服务器系统的图;以及
图3-6是本发明的系统的图。
在所有图中,相同的参考数字表示类似的或相应的特性。
                      优选实施例描述
图1是基于VRML的客户-服务器系统100的方框图。系统100包括服务器102,它通过通信信道106(这里是互联网)与客户104相耦合。该系统100可以包括更多的客户,但为了免得使该图受到混淆,在图上未示出。服务器102包括源编码器108和信道编码器110。客户104包括信道译码器112和源译码器114。源编码器108被看作为内容生成工具。例如,它可以是通过工作在视频上的活动获取装置(未示出)来产生VRML动画数据的工具。信道编码器110是这样一个子系统,它把在源编码器108处生成的VRML动画当作为输入,并把它变换成可以在互联网上输送的形式。VRML动画数据被存储在文件中。这个文件的输送使用标准文件输送协议。在客户104处,信道译码器被包含在外部程序116中,它从下载的文件得到动画数据,并把它发送到执行源译码器功能的VPML播放器118。源译码器的功能基本上是管理景象图形。这种服务器-客户通信程序不是流式传输解决方案。VRML的技术条件没有把流式传输考虑为一种需要。诸如数据流之间的同步和时间印记(对于流式传输来说都是重要的)的手段,在VRML中并不存在。
图2是基于MPEG-4的客户-服务器系统200的方框图。系统200包括服务器202,它通过通信信道206被耦合到客户204。服务器202包括源编码器208和信道编码器210。客户204包括信道译码器212和源译码器214。如上所述,MPEG-4已被设计成支持流式传输。尤其是,MPEG-4已经规定了一种与VRML 97有很大重叠的、对于景象的二进制描述格式(BIFS)。而且,MPEG-4规定了用于更新场景和使场景活动的两种服务器/客户协议,即BIFS-Update和BIFS-Anim。MPEG-4比起VRML在流式传输方面的优点是场景描述的编码和动画数据的编码以及内建的流式传输能力。源编码器208类似于编码器108,也是内容生成工具。信道编码器210不同于信道编码器110。它生成以BIFS和BIFS-Anim格式的比特流。该比特流包含运动员和体育馆的图形模型(在足球比赛动画中)以及动画数据。
然而,系统100和200在用于广播给大量客户(比如说,100-100,000客户)的动画环境中被使用时,具有几个严重的缺点。该限制涉及如上面所提到的网络带宽使用、分组丢失隐蔽、和多用户交互作用。
本发明的优选实施例通过仿真采用能支持对象拥有者和对象观众(或听众)对对象进行共享的通信协议的流式传输而提供了对于这些问题的解决办法。共享的对象是一种保持状态信息的数据结构。规定整个状态的共享的对象集被称为世界模型。客户和服务器具有他们自己的世界模型复制品。例如,在足球比赛表示方面,一个对象是足球运动员的表示。然后,对象的状态信息例如是足球运动员在3D空间中的位置,或活动状态,诸如“跑动”或“跳跃”或“滑动”或“躺在地上,看来像受伤,但具有喜剧的行动记录”。每个共享的对象被特定的一方(例如服务器)所拥有。拥有者可改变对象中所包含的状态信息。当这种情况发生时,协议自动地同步网络中的状态信息。这样的协议在以下被称为共享对象支持协议。该协议确保所有的世界模型复制品保持与所涉及的世界模型的状态一致。可被使用于这种用途的协议的例子是DIS(分布交互模拟)和ISTP(交互共享传送协议)。本发明的根本概念是把动画描述为一系列的状态。例如,在足球软件应用中,动画被描述为在场地上的一系列运动员位置和运动员的动作状态。在给定的时刻的状态由世界模型来代表。随着时间的过去,状态在演变,以及该协议可以同步网络中的世界模型的状态。这也可根据共享的对象来解释。这些对象保持描述给定时刻的比赛的状态信息。对于每个对象的状态信息的更新导致一些消息的产生,这些消息通过网络被发送到客户。
图3是本发明的系统300的方框图。系统300包括服务器302,它通过网络306被耦合到客户304。服务器302包括源编码器308和信道编码器310。客户304包括信道译码器312和源译码器314。服务器302具有世界模型的复制品316,以及客户304具有世界模型的复制品318。数据在输入端320被流式传输到源编码器308。源编码器308根据所接收的输入产生所需要的状态信息,并且当流式传输过程继续进行时,更新在世界模型复制品中的对象的状态。这种类型的技术例如由上述的VirtuaLive足球系统所使用。信道编码器310监视世界模型复制品316,以及编码共享的对象的状态改变。编码状态的改变通过网络304被发送到客户304。信道译码器接收状态改变,以及更新本地的世界模型复制品318。源译码器314完成两个任务。第一,它根据所接收的状态信息产生动画。第二,源译码器314按照动画来管理场景图形。源译码器314现在是智能部件:它执行动画计算,另外,它能够执行一些其它任务,例如状态内插或外推,以便隐蔽分组丢失或网络执行时间起伏。
关于这方面,可以参考同一受让人的美国专利申请序列号No.08/722,414(PHA 23,155),其题目为“Multi-player video gamewith local updates mitigates latency effects(带有本地更新缓和执行时间效果的多用户视频游戏)”,它在此引用,以供参考。这篇参考文献讨论了这样一个系统,其中多个用户通过交互软件应用共享一个虚拟环境。取决于在该特定用户与每个各个其它用户之间在虚拟环境中的各个相对距离,将特定的用户的状态改变发送到一个或多个其它用户。这个条件性发送减小了消息业务量,以及允许虚拟环境实际上任意地伸缩。
另外,可以参考同一受让人的美国专利申请序列号No.08/722,413(PHA 23,156),其题目为“Latency effect inmulti-player video game reduced by surrogate agent(通过代理代理人减小的多用户视频游戏中的执行时间效果)”,它在此引用,以供参考。这篇文件涉及处理用于两个或多个用户之间的竞争的交互软件应用的数据处理系统。该系统包括用于由各个用户起动的用户接口机。该接口机通过网络进行互联。为了有效地消除等待时间,一个用户在其它的用户的接口机中被表示为代理人,他对于其它用户的行动的反应由系统中所存储的规则基准来控制。
还可以参考同一受让人的美国专利申请序列号No.08/994,827(PHA 23,319),题目为“Diversion agent uses cinematographictechniques to mask latency(娱乐代理使用电影院图形技术来遮蔽等待时间)”,它在此引用,以供参考。这篇文件涉及作为运行在数据处理系统中的用户交互软件应用项的功能性部分的软件代理。该代理产生用户可觉察的效果,以便遮蔽在数据传递到用户时存在的等待时间。该代理产生了利用电影院图形技术的效果。
应当指出,世界模型的复制品316和318例如当被给出时在表面上看起来并不需要是相同的,只要世界模型的一个复制品中的对象和世界模型的另一个复制品中的对象在它们共享着状态改变的意义上被看做是共享的。可行性和不同一性的程度是与应用项有关的。例如,如果一个客户的用户喜欢把足球运动员表示为例如企鹅,以及另一个客户的用户喜欢芭蕾舞演员的表演,则在两个客户处的表示可以通过共享的状态改变而在全部系统中保持一致。作为另一个例子,客户304可以使得用户能够输入附加的状态信息,以便在演播时控制世界模型的给出。例如,当观看VirtuaLive足球比赛时,用户可以选择特定的观看点。在服务器302中不存在、以及不需要存在这个状态信息。应当指出,基于状态信息和世界模型给出观看点,比起如果将图象作为带有深度信息的位图实际地流式传输到客户来说,则简单得多,并且需要更少的资源。因此,除了上述的本发明的优点以外,本发明使得易于进行用户交互性。
系统300的配置假定:客户304能够运行软件应用项,以及具有足够有力的CPU和足够大的存储量。某些客户在机器上可能没有这些能力。所以,希望考虑较低层次的终端,也被称为“瘦客户(thinclients)”。这样的终端例如可以是低层次的MPEG-4终端,它们把BIFS作为输入来接受,但可能没有足够的能力。这可以参照图4来解释,该图4是按照本发明的系统400的方框图。系统400包括服务器302,它通过转译站406与客户204通信。服务器302和客户304的结构已在上面讨论过。转译站406保持世界模型的本地复制品。这个世界模型用来自服务器302的消息进行更新,以使得该模型代表当前的状态。根据这个状态信息,转译站406计算动画。动画数据以BIFS-Anim格式被编码,并被发送到MPEG-4的客户204。服务器302类似于系统300中的服务器。转译站406是是一个模块,它执行在根据一方面的更新对象支持协议发送的消息与另一方面的BIFS-Anim比特流之间的变换。该转译站406具有上述的信道译码器312、源代码转换器410和信道编码器412。译码器312翻译从服务器302接收的消息,以及更新世界模型的本地复制品318。源代码转换器410包括一个根据状态信息计算动画的程序。这个模块优选地执行诸如分组丢失恢复(根据内插和外推)、推测算法、本地动画等那样的任务,类似于上述的源译码器314。信道编码器412根据源代码转换器410的输出产生BIFS和BIFS-Anim格式的比特流。
图5是本发明的系统500的方框图。系统500组合了系统300和400的配置结构。系统500包括服务器302、网络502、以及客户504、506、508和510,它们通过网络502被连接到服务器302。系统500还包括转译站406以及客户512、514和516。客户512-516通过网络502和转译站406被耦合到服务器302。客户512-516由转译站406以BIFS比特流向其提供服务,而客户504-510接收在支持共享对象的协议下的状态信息,以及产生动画本身。
图6是本发明使得客户之间能进行交互的系统600的方框图。系统600包括服务器302,它通过网络606被耦合到客户602和604。服务器302的结构配置已在上面讨论过。服务器302具有关于对象608、610、612、和614的世界模型的复制品。客户具有关于同样的对象608-614的世界模型的复制品。世界模型的复制品通过由服务器302发送的状态信息在整个系统600中被保持一致。这构成了如上所述的用于仿真流式传输图形动画、视频动画、或音频文件的基础。客户602和604现在也互相共享对象616和618,但不与服务器302共享。例如,客户602是对象“viewpoint(观看点)”的拥有者,该对象代表了由客户602所选择的足球比赛的图形表示的视图。根据从服务器302接收的状态信息,客户602给出比赛的图象,好像是从体育馆的特定的位置看到的一样。图象是根据从服务器302接收的当前的状态信息、本地的世界模型复制品、和通过用户输入装置620(例如,控制杆或鼠标)的能够选择观看点的用户输入的组合来给出的。客户604共享一个观看点对象,该观看点对象在客户602的控制下以及通过使用共享对象支持协议而与客户602处的视点对象保持一致。对象616-618不与系统中的其它客户共享。应当指出,根据状态信息和世界模型给出观看点,比起如果将图象作为带有深度信息的位图实际地被流式传输到客户602和604来说,是要简单得多,以及需要更少的资源。系统600甚至可以是完全的分布系统,而无需带有主要所有权的服务器。多个客户中的每个各个客户拥有从所有的客户可觉察到的世界模型中的各个对象。对象的拥有者触发一个状态改变,使它在网络中传播,以便保持与共享的世界模型的一致性。在多用户应用中,由于仿真流式传输动画,其结果是得到在每个客户处的连续演播,而没有严格的带宽限制。

Claims (11)

1.对通过网络将多媒体文件流式传输到一个被连接到网络的接收站进行仿真的方法,该方法包括:
-提供描述文件的各个状态的各个状态信息;
-使得接收站能够通过网络接收各个状态信息;以及
-使得接收站能够在各个状态信息的控制下产生文件。
2.权利要求1的方法,其特征在于,包括:
-接收通过流式传输的文件;以及
-根据所接收的文件,产生各个状态信息。
3.权利要求2的方法,其特征在于,包括使用共享的对象协议来把状态信息传送到接收站。
4.权利要求1的方法,其特征在于,其中各个状态信息在网络上被广播到多个接收站。
5.权利要求1的方法,其特征在于,其中文件包括图形动画。
6.权利要求1的方法,其特征在于,其中文件包括音频。
7.权利要求1的方法,其特征在于,其中文件包括视频。
8.通过网络提供数据以使得能够演播文件的方法,该方法包括:
-在网络上提供描述文件的各个接连的状态的各个状态信息;
-使得能够通过网络接收各个状态信息;以及
-使得能够在接收后在各个状态信息的控制下产生文件。
9.权利要求8的方法,其特征在于,包括提供使用共享对象协议的数据。
10.权利要求9的方法,其特征在于,包括提供广播中的数据。
11.一种在服务器-客户系统中所使用的站,其中:
-服务器被耦合到至少一个客户;
-系统能够仿真通过网络流式传输多媒体文件到接收站;
-服务器提供描述文件的各个状态的各个状态信息;
-接收站能够通过网络接收各个状态信息;
-接收站能够在各个状态信息的控制下产生文件;以及
-接收站流式传输所产生的文件到至少一个客户。
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