[X3D-Public] X3D Compressed Binary Encoding, requirements review
Don Brutzman
brutzman at nps.edu
Fri Mar 29 09:31:26 PDT 2013
Steady work has continued our discussion and refinement of X3D
Compressed Binary plans for 2013.
Leonard and I have updated the wiki page to document progress and
discussions in recent weekly meetings.
http://web3d.org/wiki/index.php/X3D_Binary_Compression_Capabilities_and_Plans
We now seek feedback on the suitability of our original Requirements for
X3D Compressed Binary Encoding that were successfully used a decade ago.
They still look pretty darn good. Further additions and improvements
and suggestions are welcome.
========================================================
http://web3d.org/x3d/binary/X3dBinaryRFP.html#Requirements
"The X3D Task Group has established the following overall requirements
for binary encoding:"
* X3D Compatibility. The compressed binary encoding shall be able to
encode all of the abstract functionality described in X3D Abstract
Specification.
* Interoperability. The compressed binary encoding shall contain
identical information to the other X3D encodings (XML and Classic VRML).
It shall support an identical round-trip conversion between the X3D
encodings.
* Multiple, separable data types. The compressed binary encoding shall
support multiple, separable media data types, including all node
(element) and field (attribute) types in X3D. In particular, it shall
include geometric compression for the following.
Geometry - polygons and surfaces, including NURBS
Interpolation data - spline and animation data, including
particularly long sequences such as motion capture (also see Streaming
requirement)
Textures - PixelTexture, other texture and multitexture formats
(also see Bundling requirement)
Array Datatypes - arrays of generic and geometric data types
Tokens - tags, element and attribute descriptors, or field and
node textual headers
* Processing Performance. The compressed binary encoding shall be easy
and efficient to process in a runtime environment. Outputs must include
directly typed scene-graph data structures, not just strings which might
then need another parsing pass. End-to-end processing performance for
construction of a scene-graph as in-memory typed data structures (i.e.
decompression and deserialization) shall be superior to that offered by
gzip and string parsing.
* Ease of Implementation. Binary compression algorithms shall be easy to
implement, as demonstrated by the ongoing Web3D requirement for multiple
implementations. Two (or more) implementations are needed for eventual
advancement, including at least one open-source implementation.
* Streaming. Compressed binary encoding will operate in a variety of
network-streaming environments, including http and sockets, at various
(high and low) bandwidths. Local file retrieval of such files shall
remain feasible and practical.
* Authorability. Compressed binary encoding shall consist of
implementable compression and decompression algorithms that may be used
during scene-authoring preparation, network delivery and run-time viewing.
* Compression. Compressed binary encoding algorithms will together
enable effective compression of diverse datatypes. At a minimum, such
algorithms shall support lossless compression. Lossy compression
alternatives may also be supported. When compression results are claimed
by proposal submitters, both lossless and lossy characteristics must be
described and quantified.
* Security. Compressed binary encoding will optionally enable security,
content protection, privacy preferences and metadata such as encryption,
conditional access, and watermarking. Default solutions are those
defined by the W3C Recommendations for XML Encryption and XML Signature.
* Bundling. Mechanisms for bundling multiple files (e.g. X3D scene,
Inlined subscenes, image files, audio file, etc.) into a single archive
file will be considered.
* Intellectual Property Rights (IPR). All technology submissions must
follow the predeclaration requirements of the Web3D Consortium IPR
policy in order to be considered for inclusion.
========================================================
The X3D Compressed Binary Encoding will continue to be a regular topic
at weekly meetings. Our goal is issue the Call for Contributions in April.
all the best, Don
--
Don Brutzman Naval Postgraduate School, Code USW/Br brutzman at nps.edu
Watkins 270, MOVES Institute, Monterey CA 93943-5000 USA +1.831.656.2149
X3D graphics, virtual worlds, navy robotics http://faculty.nps.edu/brutzman
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