Abstract:
A method and system for encoding multimedia content using dynamic interfaces. By providing an extendable, programmatic interface to the content of a scene, a scene may be more efficiently encoded than a scene in which each characteristic of each object in the scene is explicitly specified in the video stream for each frame. Exemplary scene characteristics that can be encoded include quantizing values, animation parameters and update parameters.

Description:
CROSS-REFERENCE TO CO-PENDING APPLICATIONS 
     The present application is related to the following applications both filed on even date herewith: (1) “Method and System for Predictive Encoding of Arrays of Data,” Ser. No. 09/205,191, now U.S. Pat. No. 6,075,901 and (2) “Method and System for Encoding Rotations and Normals in 3D Generated Scenes,” Ser. No. 09/205,190. Both applications name Julien Signes and Olivier Ondet as inventors, and those applications are incorporated herein by reference. 
    
    
     BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to an improved method of encoding computer-generated image sequences, and more particularly to the use of prototypes for encoding how portions of a video stream are to be quantized, animated or otherwise updated. 
     2. Discussion of the Background 
     Although many computer-generated images were previously generated by specifying every pixel in every frame together, modern computer image sequences often are created by merging plural multimedia objects (e.g., video and 2D- or 3D- graphics primitives)—sometimes with one or more sound tracks. In the area of multimedia, images and/or scenes are composed using a language. For instance, the HyperText Markup Language (HTML) specifies the two-dimensional (2D) composition of text and graphics. Similarly, the Virtual Reality Markup Language (VRML) describes three-dimensional (3D) worlds. 
     Multimedia languages also now include extensions for dynamic alteration of the composed images. HTML now includes Dynamic HTML (DHTML) extensions, such as are described in  Dynamic HTML: The Definitive Reference,  by Danny Goodman, published by O&#39;Reilly &amp; Associates, Inc., 1998, the contents of which are incorporated herein by reference. Moreover, XML extensions for HTML provide a meta-language to describe how the native language is to be modified or extended. 
     Similarly, VRML includes support for “PROTO” definitions which enable new primitives to be “prototyped.” Part of a definition is a code block or plural code blocks that are executed by the VRML environment to provide the newly prototyped functionality. 
     The Motion Pictures Expert Group (MPEG) was formed to investigate the technologies required for the encoding and decoding of image streams. The resulting standard (now referred to as “MPEG-1”) has served as a basis for two additional MPEG standards: MPEG-2 and MPEG-4. MPEG-4 is a standard that is “in progress.” The final committee drafts are ISO/IEC FCD 14496-1 MPEG-4 Systems and −2 MPEG-4 Visual, the contents of the final committee drafts are incorporated herein by reference. Those drafts include various methods of encoding multimedia content. Such methods include: (1) quantization methods for scene parameters, (2) animation streams for encoding and transmitting multimedia scenes, and (3) update streams to modify the multimedia information over time. The finalized draft of MPEG-4 includes support for: (1) quantization in Binary Format for Scenes (hereinafter “BIFS”), (2) animation using BIFS (hereinafter “BIFS-Anim”) and (3) update control using BIFS (hereinafter “BIFS-Command”). 
     Using quantization under BIFS includes tagging nodes and fields with a quantization category. Each field of each node is assigned a quantization category, which is applied to the field when it is given a quantization parameter structure to parameterize during the quantization process. 
     BIFS-Anim defines an encoding method for streaming- and file-based animation of multimedia data. BIFS-Anim includes 3 basic components: (1) a scene graph, (2) an animation mask, and (3) animation frames. The scene includes (a) untagged objects that are static and (b) tagged objects that are to be modified. The animation mask sets the properties of the tagged objects that are to be modified by the animation stream. 
     The BIFS Command is a protocol to update BIFS nodes and a scene graph. It enables the transportation of changes to the scene by sending commands to replace the whole scene with another one, removing some of the tagged objects, or changing values of properties of tagged objects in the scene. cl SUMMARY OF THE INVENTION 
     It is an object of the present invention to provide dynamic programming interfaces and/or extensions for a multimedia content lagnguage and/or a multimedia placement language. 
     It is a further object of the present invention to provide links to animation, modification and quantization methods and to provide new prototypes for scenes, such that scenes can be represented, animated and modified efficiently. 
     This and other objects of the present invention are addressed by one or more of (1) a computer-implemented method for encoding multimedia content using dynamic interfaces, (2) a system for encoding multimedia content using dynamic interfaces, and (3) a computer program product for encoding multimedia content using dynamic interfaces. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS 
     A more complete appreciation of the invention and many of the attendant advantages thereof will become readily apparent with reference to the following detailed description, particularly when considered in conjunction with the accompanying drawings, in which: 
     FIG. 1 is a schematic illustration of a computer for implementing the method of the present invention; 
     FIG. 2 is a block diagram of the inter-relationship between an interface declaration and a scene declaration; and 
     FIG. 3 is a pseudo-code example of an interface declaration. 
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENT 
     Referring now to the drawings, wherein like reference numerals designate identical or corresponding parts throughout the several views, FIG. 1 is a schematic illustration of a computer system for encoding multimedia content using dynamic interfaces. A computer  100  implements the method of the present invention, wherein the computer housing  102  houses a motherboard  104  which contains a CPU  106 , memory  108  (e.g., DRAM, ROM, EPROM, EEPROM, SRAM, SDRAM, and Flash RAM), and other optional special purpose logic devices (e.g., ASICs) or configurable logic devices (e.g., GAL and reprogrammable FPGA). The computer  100  also includes plural input devices, (e.g., a keyboard  122  and mouse  124 ), and a display card  110  for controlling monitor  120 . In addition, the computer system  100  further includes a floppy disk drive  114 ; other removable media devices (e.g., compact disc  119 , tape, and removable magneto-optical media (not shown)); and a hard disk  112 , or other fixed, high density media drives, connected using an appropriate device bus (e.g., a SCSI bus, an Enhanced IDE bus, or a Ultra DMA bus). Also connected to the same device bus or another device bus, the computer  100  may additionally include a compact disc reader  118 , a compact disc reader/writer unit (not shown) or a compact disc jukebox (not shown). Although compact disc  119  is shown in a CD caddy, the compact disc  119  can be inserted directly into CD-ROM drives which do not require caddies. In an alternate embodiment, the present invention is implemented as one of or as a combination of: (1) a set-top box, (2) a video board, and/or (3) a receiver/playback unit. In yet another alternative embodiment, a printer (not shown) provides printed listings of interfaces for encoding multimedia content. 
     The system includes at least one computer readable medium. Examples of computer readable media are compact discs  119 , hard disks  112 , floppy disks, tape, magneto-optical disks, PROMs (EPROM, EEPROM, Flash EPROM), DRAM, SRAM, SDRAM, etc. Stored on any one or on a combination of computer readable media, the present invention includes software for controlling both the hardware of the computer  100  and for enabling the computer  100  to interact with a human user. Such software may include, but is not limited to, device drivers, operating systems and user applications, such as development tools. Such computer readable media further includes the computer program product of the present invention for encoding multimedia content using dynamic interfaces. The computer code devices of the present invention can be any interpreted or executable code mechanism, including but not limited to scripts, interpreters, dynamic link libraries, Java classes, and complete executable programs. 
     As shown in FIG. 2, a multimedia stream is received by the present invention and decoded into scene components and interface components. The scene components include information on both (1) digital objects in the scene and (2) how those objects are updated or animated. The interface components include interface definitions that, after decoding, are stored internally, and, in one embodiment, the definitions are stored, at least partially, in an InterfaceCodingTable. In particular, the InterfaceCodingTable attaches to a new interface and stores coding elements of a given interface definition in order to apply methods (e.g., quantization, animation, and update methods) of the digital content language (e.g., MPEG-4 BIFS or VRML) to scene components. 
     An Interface Coding Table includes the following information: (1) an update mode, (2) an animation mode (or an Anim-mode), (3) a quantization category, (4) quantization parameters, and (5) an animation category. Using the update mode, any parameter can be declared as an “in” type. In languages (e.g., VRML) that support defining the types of parameters, either implicitly or explicitly, parameters need not be separately defined as “in” type. Specifically, VRML allows parameters to be defined as Eventln, ExposedField, EventOut, and Field. Both Eventln and ExposedField are, by definition, “in” type parameters. When used, an “in” type indicates that the interface may receive further updates from the multimedia stream (e.g., through an update stream such as a BIFS-Command stream). The Anim-mode may operate on any parameter in the interface, by tagging a parameter with the corresponding animation category. The Quant mode may also operate on any parameter in the interface, by tagging a parameter with the corresponding quantization category, and transmitting optional additional quantization parameters. 
     The multimedia streams can use the InterfaceCodingTable (ICT) information as follows: (1) to control quantization, (2) to update a portion of a corresponding interface, and (3) to perform animation through the interface. Specifically, a quantization category qc[i] associated to an interface parameter ai is applied using the ICT value qp[i] as well as other contextual information from the scene. This enables the interface declaration to be compressed nearly optimally. Any given interface parameter ai tagged in “in mode” may be modified by an update stream that will modify the values of the interface at a given point in time. The interface may be animated using a continuous animation stream to update continuously one of the values. The animation category ac[i] is used in that case. 
     The InterfaceCodingTable is part of the Interface Declaration and has the structure shown by example in FIG.  3 . Particular parameters are described below. 
     ICT mask: Mask of Boolean values to set which information is available for each parameter. 
     useQuant: Boolean to set whether a quantization parameter is sent for each parameter. 
     useUpdate: Boolean to set whether information on the “in mode” is sent for each parameter as well as the update category information. As described above, in languages that already support independently defining whether a parameter can be updated, this parameter is optional. 
     useAnim: Boolean to set whether information on the “dyn mode” and animation category is sent for each parameter. 
     Additional processing is performed for each parameter ai in the interface. As described below with reference to the PROTOinterfaceDefinition, the number of parameters is specified in the variable “numFields.” Thus, for each parameter, the following information is (optionally) specified: 
     In mode data: Information on whether this parameter of the interface is “updatable.” This information may also come from the interface declaration. 
     quant category data: The quantization category to be used. This data is used when “useQuant” is true. 
     quant parameter data: The specific quantization parameters for this category: Min and max values, and information used for compression—according to the specific quantization/inverse quantization method of the category. This data is used when “useQuant” is true. 
     anim parameter data: The animation scheme chosen for the specific field. This data is used when “useAnim” is true. 
     In the context of MPEG-4 and VRML, the present invention enables new interfaces to be defined through PROTOs and EXTERNPROTOs. The only difference between PROTOs and EXTERNPROTOs is that the code implementing the interface is provided in the first case inside the same description (PROTO), while in the second case it is provided in an outside resource. 
     In both cases, the use of an ICT with the prototype declaration enables field declarations to be tagged with all the necessary parameters to encode, animate and update the node afterwards. In MPEG-4, the ICT includes the following information: (1) a quantization category (see Table 1), (2) an animation categrory (see Table 2), and (3) quantization parameters (including the minimum and maximum values for the field). 
     
       
         
               
             
               
               
             
           
               
                 TABLE 1 
               
             
             
               
                   
               
               
                 Quantization Categories 
               
             
          
           
               
                 Category 
                 Description 
               
               
                   
               
               
                 0 
                 None 
               
               
                 1 
                 3D position 
               
               
                 2 
                 2D positions 
               
               
                 3 
                 Drawing order 
               
               
                 4 
                 SFColor 
               
               
                 5 
                 Texture Coordinate 
               
               
                 6 
                 Angle 
               
               
                 7 
                 Scale 
               
               
                 8 
                 Interpolator keys 
               
               
                 9 
                 Normals 
               
               
                 10  
                 Rotations 
               
               
                 11  
                 Object Size 3D (1) 
               
               
                 12  
                 Object Size 2D (2) 
               
               
                 13  
                 Linear Scalar Quantization 
               
               
                 14  
                 CoordIndex 
               
               
                 15  
                 Reserved 
               
               
                   
               
             
          
         
       
     
     
       
         
               
             
               
               
             
           
               
                 TABLE 2 
               
             
             
               
                   
               
               
                 Animation Categories 
               
             
          
           
               
                 Category 
                 Description 
               
               
                   
               
               
                 0 
                 None 
               
               
                 1 
                 Position 3D 
               
               
                 2 
                 Positions 2D 
               
               
                 3 
                 Reserved 
               
               
                 4 
                 Color 
               
               
                 5 
                 Reserved 
               
               
                 6 
                 Angle 
               
               
                 7 
                 Float 
               
               
                 8 
                 BoundFloat 
               
               
                 9 
                 Normals 
               
               
                 10  
                 Rotation 
               
               
                 11  
                 Size 3D 
               
               
                 12  
                 Size 2D 
               
               
                 13  
                 Integer 
               
               
                 14  
                 Reserved 
               
               
                 15  
                 Reserved 
               
               
                   
               
             
          
         
       
     
     With this information along with the PROTO definition, an MPEG-4 terminal will be able to generate a Node Coding Table necessary to encode, update and animate a node. Below is a typical example of a NodeCodingTable for the DirectionalLight node. Min and max values as well as Quantization (Q) and Animation (A) types are provided. All the ids are automatically deducted from the field declaration. Node Data Types (SFWorldNode, SF3Dnode) and their corresponding ids are used to determine the context in which the node can be used. PROTOs receive a specific node category. 
     
       
         
               
               
               
             
               
               
               
               
               
               
               
               
             
           
               
                   
               
               
                   
                 SF WorldNode 
                 1000100 
               
               
                   
                 SF3DNode 
                 10001 
               
             
          
           
               
                 DirectionalLight 
                 DEF 
                 IN 
                 OUT 
                 DYN 
                 [m, 
                   
                   
               
               
                 Field name 
                 id 
                 id 
                 id 
                 id 
                 M] 
                 Q 
                 A 
               
               
                   
               
               
                 ambientIntensity 
                 000 
                 000 
                 000 
                 00 
                 [0, 1 ] 
                 4 
                 2 
               
               
                 color 
                 001 
                 001 
                 001 
                 01 
                 [0, 1] 
                 4 
                 2 
               
               
                 direction 
                 010 
                 010 
                 010 
                 10 
                   
                 9 
                 6 
               
               
                 intensity 
                 011 
                 011 
                 011 
                 11 
                 [0, 1] 
                 4 
                 2 
               
               
                 on 
                 100 
                 100 
                 100 
               
               
                   
               
             
          
         
       
     
     
       
         
               
             
               
               
               
             
           
               
                 TABLE 4 
               
               
                   
               
               
                 MPEG-4 Types 
               
               
                   
               
             
             
               
                   
               
             
          
           
               
                   
                 Bool 
                 0000 
               
               
                   
                 Float 
                 0001 
               
               
                   
                 Time 
                 0010 
               
               
                   
                 String 
                 0011 
               
               
                   
                 Int32 
                 0100 
               
               
                   
                 String 
                 0101 
               
               
                   
                 Vec3f 
                 0110 
               
               
                   
                 Vec2f 
                 0111 
               
               
                   
                 Color 
                 1000 
               
               
                   
                 Rotation 
                 1001 
               
               
                   
                   
               
             
          
         
       
     
     Binary Syntax 
     The following is the binary syntax for the the PROTO definition with the corresponding InterfaceCoding table. The binary bitstream syntax is specified following the MPEG-4 MSDL language. 
     
       
         
               
             
               
               
             
               
             
               
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
               
             
               
             
               
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
               
             
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
             
           
               
                   
               
             
             
               
                 1.0 PROTOdeclaration 
               
               
                 PROTOdeclaration ( ) { 
               
             
          
           
               
                   
                 PROTOinterfaceDefintion ( ); 
               
               
                   
                 PROTOcode ( ); 
               
               
                   
                 protoCodingTable ( ); 
               
             
          
           
               
                 } 
               
               
                 2.0 PROTOinterfaceDefinition 
               
               
                 class PROTOinterfaceDefinition { 
               
             
          
           
               
                   
                 bit(idBits) 
                 id; 
                 // The ID used to refer to the PROTO. 
               
               
                   
                 Bit(5) 
                 type; 
                 // Context type, using last 5 bits, Tbl 1. 
               
               
                   
                 bit(4) 
                 fieldBits; 
                 // Number of specifying number of fields. 
               
             
          
           
               
                   
                 bit (fieldBits) 
                 numFields; 
               
               
                   
                   
                 // Number of fields and events in the proto. 
               
             
          
           
               
                   
                 for (i=0; i&lt;numFields; ++i) { 
               
             
          
           
               
                   
                 bit(2) eventType; 
                 // eventIn, eventOut, field or 
               
               
                   
                   
                 // exposedField 
               
               
                   
                 bit(6) fieldType; 
                 // The field type, using table 1. 
               
             
          
           
               
                   
                 } 
               
             
          
           
               
                 } 
               
               
                 3.0 PROTOcode 
               
               
                 class PROTOcode { 
               
             
          
           
               
                   
                 bit(i) isExtern 
                 // Is this an extern proto? 
               
               
                   
                 if (isExtern) { 
                 // Read URL for location of PROTO defs. 
               
             
          
           
               
                   
                 MFUrl locations; 
               
             
          
           
               
                   
                 } else { 
               
             
          
           
               
                   
                 do { 
               
             
          
           
               
                   
                 SFNode node (SFWorldNodeType, true); 
               
               
                   
                 bit(1) moreNodes; 
               
             
          
           
               
                   
                 } while (moreNodes); 
               
             
          
           
               
                   
                 } 
               
             
          
           
               
                 } 
               
               
                 4.0 SFNode 
               
               
                 class SFNode(int nodeDataType,boolean ISED) { 
               
             
          
           
               
                   
                 bit(1) isReused; 
               
               
                   
                 if (isReused) { 
               
             
          
           
               
                   
                 bit (BIFSConfig.nodeIDbits) nodeID; 
               
             
          
           
               
                   
                 } 
               
               
                   
                 else { 
               
             
          
           
               
                   
                 bit (GetNDTnbBits (nodeDataType)) localNodeType; 
               
               
                   
                 nodeType = GetNodeType (nodeDataType, localNodeType); 
               
               
                   
                 bit (1) isUpdateable; 
               
               
                   
                 if (isUpdateable) { 
               
             
          
           
               
                   
                 bit (BIFSConfig.nodeIDbits) nodeID; 
               
             
          
           
               
                   
                 } 
               
               
                   
                 bit (1) MaskAccess; 
               
               
                   
                 if (MaskAccess) { 
               
             
          
           
               
                   
                 if (ISED) 
               
               
                   
                 isedMaskNodeDescription node (MakeNode 
               
             
          
           
               
                 (nodeDataType, nodeType)); 
               
             
          
           
               
                   
                 else 
               
               
                   
                 MaskNodeDescription mnode (MakeNode 
               
             
          
           
               
                 (nodeDataType, nodeType)); 
               
             
          
           
               
                   
                 } 
               
               
                   
                 else { 
               
             
          
           
               
                   
                 if (ISED) 
               
               
                   
                 isedListNodeDescription mnode (MakeNode 
               
             
          
           
               
                 (nodeDataType, nodeType)); 
               
             
          
           
               
                   
                 else 
               
               
                   
                 ListNodeDescription lnode (MakeNode 
               
             
          
           
               
                 (nodeDataType, nodeType)); 
               
             
          
           
               
                   
                 } 
               
             
          
           
               
                   
                 } 
               
             
          
           
               
                 } 
               
               
                 5.0 isedMaskNodeDescription 
               
               
                 class isedMaskNodeDescription(NodeData node) { 
               
             
          
           
               
                   
                 for (i=0; i&lt;node.numDEFfields; i++) { 
               
             
          
           
               
                   
                 bit(1) Mask; 
               
               
                   
                 if (Mask) { 
               
               
                   
                 if (node.nodeType == PROTO) { 
               
             
          
           
               
                   
                 bit(1) ISedField; 
               
               
                   
                 if (IsedField) 
               
             
          
           
               
                   
                 bit (node.numDEFfields;) protoField; 
               
             
          
           
               
                   
                 else 
               
             
          
           
               
                   
                 Field value(node.field[node.def2all[i]]); 
               
             
          
           
               
                   
                 } 
               
               
                   
                 else { 
               
             
          
           
               
                   
                 Field value(node.field[node.def2all[i]]); 
               
             
          
           
               
                   
                 } 
               
             
          
           
               
                   
                 } 
               
             
          
           
               
                 6.0 isedListNodeDescription 
               
               
                 class isedListNodeDescription (NodeData node) { 
               
             
          
           
               
                   
                 bit(1) endFlag; 
               
               
                   
                 while (!EndFlag) { 
               
             
          
           
               
                   
                 int (node.nDEFbits) fieldRef; 
               
               
                   
                 if (node.nodeType == PROTO) { 
               
             
          
           
               
                   
                 bit(1) ISedField; 
               
               
                   
                 if (IsedField) 
               
             
          
           
               
                   
                 bit (node.numDEFfields;) protoField; 
               
             
          
           
               
                   
                 else 
               
             
          
           
               
                   
                 Field value(node.field[node.def2all[i]]); 
               
             
          
           
               
                   
                 } 
               
               
                   
                 else { 
               
             
          
           
               
                   
                 Field value(node.field[node.def2all[i]]); 
               
             
          
           
               
                   
                 bit(1) endFlag; 
               
             
          
           
               
                   
                 } 
               
             
          
           
               
                 } 
               
               
                 7.0 protoCodingTable 
               
               
                 InterfaceCodingTable( ) { 
               
             
          
           
               
                   
                 InterfaceCodingMask; 
               
               
                   
                 InterfaceCodingParameters; 
               
             
          
           
               
                 } 
               
               
                 8.0 protoCodingMask 
               
               
                 InterfaceCodingMask ( ) { 
               
             
          
           
               
                   
                 boolean useQuant; 
               
               
                   
                 boolean useUpdate; 
               
               
                   
                 boolean useAnim; 
               
             
          
           
               
                 } 
               
               
                 9.0 protoCodingParameters 
               
               
                 InterfaceCodingParameters ( ) { 
               
             
          
           
               
                   
                 for (i =0; i &lt; proto.NbdefFields; i++) { 
               
             
          
           
               
                   
                 if (useQuant) { 
               
             
          
           
               
                   
                 ui nt(4) quantCategory; 
               
               
                   
                 if (quantCategory == 13) 
               
             
          
           
               
                   
                 uint(5) nbBits; 
               
             
          
           
               
                   
                 bit(1) hasMinMax; 
               
               
                   
                 if (hasMinMax) { 
               
             
          
           
               
                   
                 SFField(fieldType) minFieldvalue; 
               
               
                   
                 SFField(fieldType) maxFieldvalue; 
               
             
          
           
               
                   
                 } 
               
             
          
           
               
                   
                 } 
               
             
          
           
               
                   
                 // REM: Here we do not need an “isUpdatable” 
               
               
                   
                 // since there is it automatically comes 
               
               
                   
                 // from the “event and field type” 
               
             
          
           
               
                   
                 if (useAnim) { 
               
             
          
           
               
                   
                 boolean isDyn; 
               
               
                   
                 if (isDyn) { 
               
             
          
           
               
                   
                 uint (4) animcategory; 
               
             
          
           
               
                   
                 } 
               
             
          
           
               
                   
                 } 
               
             
          
           
               
                 } 
               
               
                   
               
             
          
         
       
     
     An illustrative use of the present invention uses PROTOtypes in an MPEG-4 application to implement a collaborative professional application that enables multiple engineers to work simultaneously on a model/design (e.g., a boat model) from remote locations and still view the changes in real time. The engineers carry out experiments on the design and want all sites to obtain the experiment&#39;s results simultaneously, while using the most efficient compressed transmission to fit a low bit rate network connection. Moreover, the system should be generic enough to accommodate various designs. By using the MPEG-4 framework for this application, a generic and efficient framework is obtained for all the communication and application design, instead of designing a specific, and potentially sub-optimal, application for each case. 
     For this example, a 3D boat model including 10,000 polygons made with 20,000 vertices is assumed. In the experiment, engineers want to analyze and control the deformation of the boat resulting from certain winds. Generally the deformation would be controlled by several parameters, e.g., speed and direction of the wind, and the height of the waves. The boat is then defined as an MPEG-4 enhanced PROTO, and upon reception of new values, a Script inside the PROTO calculates the new vertices parameters. This way, the engineers may carry a live simulation and transmit, using the BIFS-Anim protocol only a few parameters coded optimally, instead of resending the 20,000 vertices. Additionally, each time new results are to be tested, the engineers need only transmit a new set of parameters using the BIFS-Command protocol. 
     Based on the example, the following PROTOtype may be defined: 
     
       
         
               
               
               
             
               
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
           
               
                   
                   
               
             
             
               
                   
                 PROTO 
                 WindBoat [ 
               
             
          
           
               
                   
                 exposedField 
                 SFVec3f 
                 windSpeed 
               
               
                   
                 exposedField 
                 SFVec3f 
                 windOrientation 
               
               
                   
                 exposedField 
                 SFFloat 
                 waveHeight 
               
             
          
           
               
                   
                 ] {   
                   
               
             
          
           
               
                   
                 Script { # Changing vertices according to parameters 
               
               
                   
                 } 
               
               
                   
                 IndexedFaceSet { # The 3D Model of the boat 
               
               
                   
                 } 
               
             
          
           
               
                   
                 }     
               
               
                   
                   
               
             
          
         
       
     
     ICT parameters 
     The following coding parameter may be associated in the ICT. 
     
       
         
               
               
             
               
               
               
               
               
               
               
               
             
           
               
                   
               
               
                 Proto 
                 10001 
               
             
          
           
               
                 WindBoat 
                 DEF 
                 IN 
                 OUT 
                 DYN 
                 [m, 
                   
                   
               
               
                 Field name 
                 id 
                 id 
                 id 
                 id 
                 M] 
                 Q 
                 A 
               
               
                   
               
               
                 windSpeed 
                 00 
                 00 
                 00 
                 00 
                 [−I, +I] 
                 11 
                 1 
               
               
                 windOrientation 
                 01 
                 01 
                 01 
                 01 
                 [0, 1] 
                 9 
                 9 
               
               
                 waveHeight 
                 10 
                 10 
                 10 
                 10 
                 [0, 100] 
                 13 8 
                 11 
               
               
                   
               
             
          
         
       
     
     In addition to adding functionality, the present invention produces more efficiently coded bit streams. Comparisions of bit rates can be made by comparing information transmitted without and with using the PROTO interface. Gain can be measured for a PROTO instantiation (putting a boat in a scene), for a PROTO update (change remotely values), or for animation. The size in bytes for each data to be transmitted is compared. Note that if ordinary PROTOs without ICT were used, then the update and animation functionality is not available. 
     
       
         
               
               
               
               
             
           
               
                   
               
               
                   
                   
                   
                 MPEG-4 BIFS 
               
               
                   
                 Raw Data Size 
                 VRML PROTO data 
                 PROTO Size 
               
               
                 Experiment 
                 (bytes) 
                 Size(bytes) 
                 (bytes) 
               
               
                   
               
             
             
               
                 Instantiation 
                 n*400,000  
                 400,000 + 35*n 
                 30,000 + n*5 
               
               
                 (n boats in 
               
               
                 scene) 
               
               
                 Update 
                 240,000 
                 Not Available 
                 5   
               
               
                 Animation 
                 240,000 
                 Not Available 
                 3   
               
               
                 (per average 
               
               
                 anim frame) 
               
               
                   
               
             
          
         
       
     
     As a second example, the present invention may be used to animate a bouncing ball. Rather than sending a command stream to update each polygon of the ball in each frame, an interface is created which controls the animation. The interface defines a parameter to control the height of the ball from the ground. In order to animate the ball, only the height parameter need be changed for each frame—the script of the interface performs the actual updating of the vertices. Similarly, if the ball interface included a second parameter for color, the color of each polygon would be changed by a script rather than by animating the colors of the polygons individually. 
     Although the present invention has been described above in terms of an interface extending the native methods provided by a language, the present invention is further directed to providing interfaces to interfaces. Just as objects may inherit behavior from super-classes, so may interfaces inherit functionality from earlier instantiated interfaces. 
     As would be evident to one of ordinary skill in the art, the method and system of the present invention may be practised other than explicitly setforth herein without departing from the spirit of the invention. Therefore, the specification is not intended to be limiting, and only the scope of the claims defines the limits of the invention.