Independent Mapping Space for Scene Graph Interchange
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Solution Overview
Problem
Existing networks face challenges in efficiently distributing immersive media to heterogeneous client devices due to the lack of a coherent end-to-end ecosystem, requiring significant network resources for media transformation and lacking a standardized mechanism for media interchange between diverse client formats.
Innovation Solution
A method and apparatus utilizing a metadata framework with an Independent Mapping Space (IMS) to translate scene graph formats, organizing metadata into systems and subsystems, including node names and labels, to facilitate media interchange across different client devices.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If media transformation is performed for each heterogeneous client device, then compatibility with diverse client formats is improved, but network resources and server computational overhead increase significantly
Solution Approach 1:
The media content is segmented into reusable scene graphs that can be independently distributed and assembled. Instead of transforming entire media files for each client, the system divides content into modular scene graph components that can be efficiently shared and adapted across heterogeneous devices, reducing redundant transformation operations.
Solution Approach 2:
A standardized scene graph format serves as an intermediary representation between the source media and diverse client devices. The scene graph acts as a universal intermediate format that preserves content information in a device-agnostic manner, enabling efficient adaptation to various client formats without requiring extensive transformation of the original media for each device type.
2Productivity
If a standardized mechanism for media interchange is implemented, then efficiency in media distribution is improved, but device complexity increases due to the need for format translation infrastructure
Solution Approach 1:
The scene graph format is designed as a universal, multi-functional representation that can serve diverse client devices through a single standardized structure. The scene graph encompasses geometric data, material properties, and scene organization in a way that can be interpreted by multiple device types, eliminating the need for device-specific format conversions and reducing infrastructure complexity.
3Adaptability or versatility
If scene-based media format is used instead of frame-based, then adaptability to heterogeneous immersive devices is improved, but processing complexity increases due to scene graph translation requirements
Solution Approach 1:
The system changes the fundamental parameters of media representation from frame-based temporal sequences to scene-based spatial structures. By organizing media content as scene graphs with geometric primitives, materials, and hierarchical relationships, the system enables adaptability to immersive devices while the standardized parameter structure actually simplifies processing compared to complex frame-based transformations.
Data Source
AI summary
There is included a method and apparatus including computer code configured to cause a processor or processors to parse a scene file to extract scene file data, send the scene file data to a converter, and translate, by the converter and based on a metadata framework, the scene file data from a first scene graph format to a second scene graph format compatible with a renderer interface, and the metadata framework comprises an organization of metadata into at least one of systems and subsystems of the systems comprising collections of information common across a plurality of scene graph formats, and the metadata is specified in an Immersive Technologies Media Format.


