带宽高效的移动云游戏与分层编码和可扩展的电话照明

Seong-Ping Chuah, Ngai-Man Cheung
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引用次数: 5

摘要

在移动云游戏中,主要挑战之一是在严格的延迟要求下,通过无线网络传输高质量的游戏图像。为了降低游戏图像的比特率,我们提出了分层编码,它利用现代移动设备的图形渲染能力来降低传输比特率。具体来说,我们在功率受限的移动客户端上渲染低质量的本地游戏图像或基础层。云服务器不再发送高质量的游戏图像,而是发送增强层信息,客户端利用增强层信息来提高基础层的质量。提出的分层编码的核心是基础层(BL)呈现的设计。我们讨论了BL设计,并提出了一种可用于BL渲染的可计算扩展的Phong照明。我们通过实验将我们的分层编码与最先进的(使用H.264/AVC帧间编码来压缩游戏图像)进行比较。对于不同模型复杂度和运动的游戏序列,我们的研究结果表明,分层编码所需的数据速率大大降低。我们制作了可用的游戏视频测试序列来刺激未来的研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Bandwidth efficient mobile cloud gaming with layered coding and scalable phong lighting
In mobile cloud gaming, one of the main challenges is to deliver high-quality game images over wireless networks under stringent delay requirement. To reduce the bit-rate of game images, we propose Layered Coding, which leverages the graphic rendering capability of modern mobile devices to reduce transmission bit-rate. Specifically, we render a low-quality local game image, or the base layer, on the power-constrained mobile client. Instead of sending the high quality game image, the cloud server sends enhancement layer information, which the client utilizes to improve the quality of the base layer. Central to the proposed layered coding is the design of base layer (BL) rendering. We discuss BL design and propose a computationally-scalable Phong lighting that can be used in BL rendering. We performed experiments to compare our layered coding with state-of-the-art, which uses H.264/AVC inter-frame coding to compress game images. With game sequences of different model complexity and motion, our results suggest that layered coding requires substantially lower data-rate. We made available game video test sequences to stimulate future research.
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