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LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming

机译:LiveRender:基于压缩图形流的云游戏系统

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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 intraframe compression, interframe 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 to 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.
机译:在云游戏系统中,游戏程序在云中的服务器上运行,而客户端则通过将输入事件发送到服务器并通过视频流接收游戏场景来访问游戏服务。在这种范例中,服务器负责所有性能密集型操作,因此可伸缩性差。另一种范式称为图形流,其中图形命令和数据被分流到客户端以进行本地渲染,从而减轻了服务器的负担并允许进行更多的并发游戏会话。不幸的是,由于大量的图形命令和几何数据,这种方法消耗带宽。在本文中,我们介绍了LiveRender,这是一个开放源代码的游戏系统,它通过实施一套带宽优化技术(包括帧内压缩,帧间压缩和缓存)建立了所谓的压缩图形流,从而解决了该问题。实验结果表明,与原始图形流相比,该新方法能够将带宽消耗减少52%-73%,视频质量上没有明显的差异,并且减少了响应延迟。与视频流方法相比,LiveRender实现了40%-90%的流量减少,甚至提高了视频质量并显着减小了响应延迟,同时在服务器上实现了更高的并发性。

著录项

  • 来源
    《IEEE/ACM Transactions on Networking》 |2016年第4期|2128-2139|共12页
  • 作者单位

    Service Computing Technology and System Lab, Cluster and Grid Computing Lab, and School of Computer Science and Technology, Huazhong University of Science and Technology, Wuhan, China;

    Service Computing Technology and System Lab, Cluster and Grid Computing Lab, and School of Computer Science and Technology, Huazhong University of Science and Technology, Wuhan, China;

    Shenzhen Institutes of Advanced Technology, Chinese Academy of Sciences, Shenzhen, China;

    Service Computing Technology and System Lab, Cluster and Grid Computing Lab, and School of Computer Science and Technology, Huazhong University of Science and Technology, Wuhan, China;

    Service Computing Technology and System Lab, Cluster and Grid Computing Lab, and School of Computer Science and Technology, Huazhong University of Science and Technology, Wuhan, China;

    Service Computing Technology and System Lab, Cluster and Grid Computing Lab, and School of Computer Science and Technology, Huazhong University of Science and Technology, Wuhan, China;

    Department of Computer Science and Engineering, Hong Kong University of Science and Technology, Hongkong, China;

  • 收录信息
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    Games; Servers; Rendering (computer graphics); Streaming media; Delays; Geometry;

    机译:游戏;服务器;渲染(计算机图形学);流媒体;延迟;几何;

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