Graphics Architecture for Non-Desktop Devices: Studying Digital Television Receivers

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Transcription:

Studying Digital Television Receivers Pablo Cesar (Researcher / PhD student) Helsinki University of Technology (TML) pcesar@tml.hut.fi http://www.tml.hut.fi/~pcesar Outline Introduction Multimedia Terminals Chaos Digital Television Graphics Architecture From Windows to Scene Based Graphics Architectures Overview Architecture Screenshots Conclusions Video Demo (2:30 min) 1

Introduction Variety of multimedia devices Desktop (PCs) Non-desktop (STB) Number of networks Broadcast Mobile Diversity of Content MPEG-2 Java XML based Introduction Digital Television Digital TV receivers today Starting to show some technological maturity Digital TV receivers tomorrow Evolution, so different configurations depending on the targeted group Broadcast Only uses broadcast network Interactive Uses, as well, interaction channel 2

Lack of pointing device Screen composed of multimedia objects Seamless integration of video, 2D and 3D objects Solutions such as X- Windows are too big A layered architecture, so developers can implement at any level Graphics Architecture HAL: an unified way to access hardware (hardware acceleration) 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 Ubik Overview Configurable, open, and extensible digital television receiver prototype (linux based platform) Platform that allows to study the evolution of receivers Goals DVB-T: basic A/V support (MPEG-2) and video player 3D graphics support: based on OpenGL Java support: applications such as Teletext or Navigator XML support: internet convergence (X-smiles) Output (2004) Two journal papers One conference paper One doctoral dissertation Collaboration with OpenMHP open source project 3

Ubik Architecture DVB-T reception and visualisation of the A/V stream Linux (Gentoo distribution) 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) Hardware Abstraction Layer Screenshots Example composition of scenes: 3D graphics object A/V Stream Performance Around 60 FPS 4

Graphical Context Screenshots Example native 3D Graphics: Some games downloaded from a portal Default STB s games Graphical Environment Screenshots Profile: Broadcast Television Java application Target: Procedural language applications Languages: DVB-J Interaction: Colour Buttons HAVi Widgets Multimedia Objects: Images/Text Animations Video/audio 5

High Level Languages Screenshots (1/2) Profile: Interactive Access XML based document Target: Information Services (limited interaction) Internet Convergence Languages: XHTML 1.1 & CSS Interaction: Navigation (links) Multimedia Objects: Images Text High Level Languages Screenshots (2/2) Profile: Internet Access / High End XML based application Target: Complex Applications (interactive) Temporal dimension Languages: SMIL + XForms XHTML 2.0 +Timesheets Interaction: Navigation (links) Buttons/Selections... Multimedia Objects: Images/Text Video/Audio 6

Conclusion Reference implementation as a working framework to continue research Possible extensions/modifications to MHP 3D Graphics Java package Declarative Internet Access Profile: DVB-HTML is not that successful More attractive environment 3D graphics in the lowest levels (game console convergence?) Video and audio player? Video Demo: http://www.tml.hut.fi/~pcesar/ubik.avi Thank you!! Questions, Comments?? 7