Scheduling and buffering mechanisms for remote rendering streaming in virtual walkthrough class of applications

A. Boukerche, R. Pazzi
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引用次数: 15

Abstract

With the recent advances of wireless networking and mobile devices technologies, exploration of remote 3D virtual environments has received a great deal of attention nowadays where many applications can be envisioned, such as virtual guides malls, online gaming, just to name a few. The primary objective of this paper is to present the specification of a buffering mechanism and a scheduling solution for on-time image delivery for a class of applications that is based upon a remote virtual environment exploration. Similar to a video buffering, our approach involves buffering the images closest to the user's position within the virtual environment, thereby, providing the client device with the necessary imagery data for rendering future user's viewpoints, removing network jitter, and providing smooth virtual interactionIn this paper, in order to overcome the limitations of current mobile device graphics performance, we propose to use a remote rendering approach that streams the necessary images to a client device as the user explores the virtual environment, leaving only the display and a number of minor image-based rendering tasks to the local, less powerful mobile hardware. Using ns-2, we present and extensive set of simulation experiments to evaluate the performance of our scheme. Our results indicate clearly that our solution is able to guarantee on-time delivery for approximately 40 sessions with a 10 Mbps link
虚拟演练类应用程序中远程呈现流的调度和缓冲机制
随着无线网络和移动设备技术的进步,对远程3D虚拟环境的探索如今受到了极大的关注,可以设想许多应用,例如虚拟导览商场,在线游戏,仅举几例。本文的主要目标是为一类基于远程虚拟环境探索的应用程序提供实时图像交付的缓冲机制和调度解决方案的规范。与视频缓冲类似,我们的方法涉及缓冲虚拟环境中最接近用户位置的图像,从而为客户端设备提供渲染未来用户视点所需的图像数据,消除网络抖动,并提供平滑的虚拟交互。我们建议使用一种远程渲染方法,当用户探索虚拟环境时,将必要的图像流式传输到客户端设备,仅将显示和一些较小的基于图像的渲染任务留给本地,功能较弱的移动硬件。使用ns-2,我们提出了一套广泛的仿真实验来评估我们的方案的性能。我们的结果清楚地表明,我们的解决方案能够以10 Mbps的链路保证大约40个会话的准时交付
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