LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming
Lin, Li; Liao, Xiaofei; Tan, Guang; Jin, Hai; Yang, Xiaobin; Zhang, Wei; Li, Bo
2014
会议名称2014 ACM Conference on Multimedia, MM 2014
会议地点Orlando / USA
英文摘要In cloud gaming systems, the game program runs at servers in the cloud, while clients access game services by sending input events to the servers and receiving game scenes via video streaming. In this paradigm, servers are responsible for all performance-intensive operations, and thus suffer from poor scalability. An alternative paradigm is called graphics streaming, in which graphics commands and data are offloaded to the clients for local rendering, thereby mitigating the server's burden and allowing more concurrent game sessions. Unfortunately, this approach is bandwidth consuming, due to large amounts of graphic commands and geometry data. In this paper, we present LiveRender, an open source gaming system that remedies the problem by implementing a suite of bandwidth optimization techniques including intra-frame compression, inter-frame compression, and caching, establishing what we call compressed graphics streaming. Experiments results show that the new approach is able to reduce bandwidth consumption by 52-73% compared to raw graphics streaming, with no perceptible difference in video quality and reduced response delay. Compared with the video streaming approach, LiveRender achieves a traffic reduction of 40-90% with even improved video quality and substantially smaller response delay, while enabling higher concurrency at the server.(28 refs)
收录类别EI
语种英语
WOS记录号WOS:000382358700015
内容类型会议论文
源URL[http://ir.siat.ac.cn:8080/handle/172644/6048]  
专题深圳先进技术研究院_数字所
作者单位2014
推荐引用方式
GB/T 7714
Lin, Li,Liao, Xiaofei,Tan, Guang,et al. LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming[C]. 见:2014 ACM Conference on Multimedia, MM 2014. Orlando / USA.
个性服务
查看访问统计
相关权益政策
暂无数据
收藏/分享
所有评论 (0)
暂无评论
 

除非特别说明,本系统中所有内容都受版权保护,并保留所有权利。


©版权所有 ©2017 CSpace - Powered by CSpace