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An end-to-end virtual environment streaming technique for thin mobile devices over heterogeneous networks

机译:异构网络上瘦移动设备的端到端虚拟环境流技术

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摘要

Advances in mobile computing devices have resulted in a new class of 3D virtual environment applications such as virtual guides and malls, online gaming, training and monitoring systems, just to name a few. The challenge lies in determining how to provide a rich and detailed 3D virtual environment to these thin devices, since they are known for their lack of the proper resources required to process large scale 3D geometric data. In a wireless scenario, in which bandwidth is highly dynamic, users may experience long delays when downloading an entire 3D environment before they start interacting with it. Furthermore, thin wireless mobile devices are unable to handle the complexity of 3D graphics at interactive frame rates. In this research work, we propose efficient end-to-end streaming and rate control protocols. Our approach consists of moving the demanding geometry-rendering task to a dedicated remote rendering server that streams the rendering output to a client, leaving only the displaying and certain minor image-based rendering tasks to the local, less powerful mobile hardware. We also investigate an image buffer management mechanism in order to deal with the small storage available on thin devices. We discuss the design of our proposed solutions and report on their performance evaluation through an extensive set of simulation experiments.
机译:移动计算设备的进步催生了新型的3D虚拟环境应用程序,例如虚拟指南和购物中心,在线游戏,培训和监控系统,仅举几例。挑战在于确定如何为这些瘦设备提供丰富而详细的3D虚拟环境,因为它们以缺乏处理大规模3D几何数据所需的适当资源而闻名。在带宽高度动态的无线场景中,用户在开始与整个3D环境进行交互之前下载整个3D环境时可能会遇到长时间的延迟。此外,薄型无线移动设备无法以交互帧速率处理3D图形的复杂性。在这项研究工作中,我们提出了有效的端到端流和速率控制协议。我们的方法包括将要求苛刻的几何图形渲染任务移至专用的远程渲染服务器,该服务器将渲染输出流式传输到客户端,仅将显示和某些较小的基于图像的渲染任务留给功能较弱的本地移动硬件。我们还研究了图像缓冲区管理机制,以处理瘦设备上可用的小型存储。我们讨论了我们提出的解决方案的设计,并通过大量模拟实验报告了它们的性能评估。

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