首页> 外文期刊>Multimedia Systems >A game attention model for efficient bit rate allocation in cloud gaming
【24h】

A game attention model for efficient bit rate allocation in cloud gaming

机译:在云游戏中有效分配比特率的游戏注意力模型

获取原文
获取原文并翻译 | 示例
       

摘要

The widespread availability of broadband internet access and the growth in server-based processing have provided an opportunity to run games away from the player into the cloud and offer a new promising service known as cloud gaming. The concept of cloud gaming is to render a game in the cloud and stream the resulting game scenes to the player as a video sequence over a broadband connection. To meet the stringent network bandwidth requirements of cloud gaming and support more players, efficient bit rate reduction techniques are needed. In this paper, we introduce the concept of game attention model (GAM), which is basically a game context-based visual attention model, as a means for reducing the bit rate of the streaming video more efficiently. GAM estimates the importance of each macro-block in a game frame from the player's perspective and allows encoding the less important macro-blocks with lower bit rate. We have evaluated nine game video sequences, covering a wide range of game genre and a spectrum of scene content in terms of details, motion and brightness. Our subjective assessment shows that by integrating this model into the cloud gaming framework, it is possible to decrease the required bit rate by nearly 25 % on average, while maintaining a relatively high user quality of experience. This clearly enables players with limited communication resources to benefit from cloud gaming with acceptable quality.
机译:宽带互联网访问的广泛可用性以及基于服务器的处理的增长,提供了将游戏从玩家运行到云中并提供一种新的有前途的服务(称为云游戏)的机会。云游戏的概念是在云中渲染游戏,并通过宽带连接将生成的游戏场景作为视频序列流式传输给玩家。为了满足云游戏对网络带宽的严格要求并支持更多玩家,需要有效的比特率降低技术。在本文中,我们介绍了游戏注意模型(GAM)的概念,该概念基本上是基于游戏上下文的视觉注意模型,作为一种更有效地降低流视频的比特率的方法。 GAM从玩家的角度估计游戏帧中每个宏块的重要性,并允许以较低的比特率对次重要的宏块进行编码。我们已经评估了九个游戏视频序列,涵盖了广泛的游戏类型以及在细节,动作和亮度方面的一系列场景内容。我们的主观评估表明,通过将此模型集成到云游戏框架中,可以在保持相对较高的用户体验质量的同时,将所需的比特率平均降低近25%。显然,这使通信资源有限的玩家可以以可接受的质量受益于云游戏。

著录项

  • 来源
    《Multimedia Systems》 |2014年第5期|485-501|共17页
  • 作者单位

    Multimedia Processing Laboratory (MPL), School of Electrical and Computer Engineering, College of Engineering, University of Tehran, Tehran, Iran;

    Multimedia Processing Laboratory (MPL), School of Electrical and Computer Engineering, College of Engineering, University of Tehran, Tehran, Iran;

    Multimedia Processing Laboratory (MPL), School of Electrical and Computer Engineering, College of Engineering, University of Tehran, Tehran, Iran;

    Multimedia Processing Laboratory (MPL), School of Electrical and Computer Engineering, College of Engineering, University of Tehran, Tehran, Iran,Distributed and Collaborative Virtual Environments Research Laboratory (DISCOVER Lab), School of Electrical Engineering and Computer Science, University of Ottawa, Ottawa, Canada;

  • 收录信息 美国《科学引文索引》(SCI);美国《工程索引》(EI);
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    Cloud gaming; Visual attention model; Bit rate reduction; Video encoding;

    机译:云游戏;视觉注意力模型;比特率降低;视频编码;
  • 入库时间 2022-08-18 02:06:14

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号