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3D Game Content Distributed Adaptation in Heterogeneous Environments

机译:异构环境中的3D游戏内容分布式适应

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Most current multiplayer 3D games can only be played on a single dedicated platform (a particular computer, console, or cell phone), requiring specifically designed content and communication over a predefined network. Below we show how, by using signal processing techniques such as multiresolution representation and scalable coding for all the components of a 3D graphics object (geometry, texture, and animation), we enable online dynamic content adaptation, and thus delivery of the same content over heterogeneous networks to terminals with very different profiles, and its rendering on them. We present quantitative results demonstrating how the best displayed quality versus computational complexity versus bandwidth tradeoffs have been achieved, given the distributed resources available over the end-to-end content delivery chain. Additionally, we use state-of-the-art, standardised content representation and compression formats (MPEG-4 AFX, JPEG 2000, XML), enabling deployment over existing infrastructure, while keeping hooks to well-established practices in the game industry.
机译:当前大多数的多人3D游戏只能在单个专用平台(特定的计算机,控制台或手机)上玩,需要专门设计的内容并通过预定义的网络进行通信。下面我们展示如何通过对3D图形对象的所有组件(几何,纹理和动画)使用诸如多分辨率表示和可伸缩编码之类的信号处理技术,来实现在线动态内容自适应,从而通过异构网络到具有非常不同的配置文件的终端,以及在其上的呈现。我们提供了定量结果,说明了在端到端内容交付链上可用的分布式资源的情况下,如何实现最佳显示质量,计算复杂度和带宽的折衷。此外,我们使用最先进的标准化内容表示和压缩格式(MPEG-4 AFX,JPEG 2000,XML),从而可以在现有基础架构上进行部署,同时与游戏行业中公认的做法保持联系。

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