Multiview Video Coding Using Video Game Context Information

Bart Pieters, Charles-Frederik Hollemeersch, J. D. Cock, P. Lambert, R. Walle, Patrice Rondao-Alface, C. Stevens
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Abstract

Remote rendering of video games for 3DTV becomes a hot topic with the emergence of 3D-enabled mobile devices and cloud-based services. It is however a very challenging task that requires live encoding at very low latency for user interactivity as well as optimal encoding decisions for an acceptable QoE. One key-aspect is that most video games make use of a 3D engine, which is typically accelerated on a GPU, containing information on the composition of the 3D scene and its objects as well as their motion. In this paper, we explore how to extract this information from the GPU and how to exploit it in order to successfully offload the most time consuming tasks of a multiview video encoder. We show that near-optimal encoding decisions can be taken while minimizing the encoder computational complexity as well as the total delay.
使用视频游戏上下文信息的多视图视频编码
随着支持3d的移动设备和基于云的服务的出现,3d电视视频游戏的远程渲染成为一个热门话题。然而,这是一项非常具有挑战性的任务,需要以非常低的延迟进行实时编码,以实现用户交互,并为可接受的QoE做出最佳编码决策。一个关键的方面是,大多数电子游戏都使用3D引擎,它通常在GPU上加速,包含3D场景的组成及其对象及其运动的信息。在本文中,我们探讨了如何从GPU中提取这些信息,以及如何利用它来成功卸载多视图视频编码器中最耗时的任务。我们表明,在最小化编码器计算复杂度和总延迟的同时,可以采取接近最优的编码决策。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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