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Cloud Mobile 3D Display Gaming User Experience Modeling and Optimization by Asymmetric Graphics Rendering

机译:通过非对称图形渲染进行Cloud Mobile 3D显示游戏用户体验建模和优化

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With the arrival of auto-stereoscopic 3D displays for mobile devices, and emergence of more 3D content, there is much anticipation for 3D mobile multimedia experiences, including 3D display gaming. Simultaneously, with the emergence of cloud computing, more mobile applications are being developed to take advantage of the elastic cloud resources. In this paper, we explore the possibility of developing Cloud Mobile 3D Display Gaming, where the 3D video rendering and encoding is performed on cloud servers, with the resulting 3D video streamed over wireless networks to mobile devices with 3D displays for a true 3D mobile gaming experience. However, with the significantly higher bitrate requirement for 3D video, ensuring user experience may be a challenge, both in terms of 3D video quality and network delay (response time), considering the bandwidth constraints and fluctuations of wireless networks. In this paper, we propose a new asymmetric graphics rendering approach which can significantly reduce the video encoding bitrate needed for a certain video quality, thereby making it easier to transmit the video over wireless network. However, since asymmetric graphics rendering may also impair the graphics quality, we need to be able to understand and measure its impact. We conduct subjective tests to study and model the impairments due to asymmetric graphics rendering and network delay, thereby developing a user experience model for cloud based mobile 3D display gaming. By conducting subsequent subjective tests, we prove the correctness of the impairment functions and the resulting user experience model. Furthermore, given any network condition, we propose to solve the problem of selecting the optimal graphics rendering factors for the left and right views so as to maximize user experience of cloud mobile 3D display gaming. In order to solve this problem, we first develop a model to estimate the resulting video bitrate of the rendered 3D video when certain graphics renderi- g factors are used. Next, we derive a model to predict the delay given the available network bandwidth and the video bitrate of the rendered 3D video. We use the above two models together with a branch and bound algorithm to solve the optimization problem and determine the optimal values for the left and right view rendering factors. Experiments conducted using real 4G-LTE network profiles on commercial cloud service demonstrate the feasibility of significant improvement in user experience when the proposed optimization algorithm is used to dynamically select optimal rendering factors according to changing network conditions.
机译:随着用于移动设备的自动立体3D显示器的出现以及更多3D内容的出现,人们对包括3D显示器游戏在内的3D移动多媒体体验有了很大的期望。同时,随着云计算的出现,正在开发更多的移动应用程序以利用弹性云资源。在本文中,我们探讨了开发Cloud Mobile 3D Display Gaming的可能性,其中在云服务器上执行3D视频渲染和编码,并通过无线网络将生成的3D视频流传输到具有3D显示器的移动设备,以实现真正的3D移动游戏经验。然而,考虑到带宽限制和无线网络的波动,在3D视频质量和网络延迟(响应时间)方面,要确保对3D视频的比特率要求更高,确保用户体验可能是一个挑战。在本文中,我们提出了一种新的非对称图形渲染方法,该方法可以显着降低特定视频质量所需的视频编码比特率,从而使通过无线网络传输视频更加容易。但是,由于非对称图形渲染也可能会损害图形质量,因此我们需要能够理解和衡量其影响。我们进行主观测试,以研究和建模由于非对称图形渲染和网络延迟造成的损害,从而为基于云的移动3D显示游戏开发用户体验模型。通过进行后续的主观测试,我们证明了损害功能和由此产生的用户体验模型的正确性。此外,在任何网络条件下,我们建议解决为左视图和右视图选择最佳图形渲染因子的问题,从而最大化云移动3D显示游戏的用户体验。为了解决此问题,我们首先开发一个模型,当使用某些图形渲染因子时,估计渲染的3D视频的最终视频比特率。接下来,我们给出一个模型来预测给定可用网络带宽和渲染的3D视频的视频比特率的延迟。我们将以上两个模型与分支定界算法一起使用,以解决优化问题并确定左右视图渲染因子的最佳值。在商业云服务上使用真实的4G-LTE网络配置文件进行的实验表明,当使用建议的优化算法根据不断变化的网络条件动态选择最佳呈现因子时,可以显着改善用户体验。

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