A generic solution for hardware-accelerated remote visualization
VISSYM '02 Proceedings of the symposium on Data Visualisation 2002
Subjective quality assessment for multiplayer real-time games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A hybrid thin-client protocol for multimedia streaming and interactive gaming applications
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Streaming Scenes to MPEG-4 Video-Enabled Devices
IEEE Computer Graphics and Applications
The playing session: enhanced playability for mobile gamers in massive metaverses
International Journal of Computer Games Technology - Networking for Computer Games
Context-based adaptive binary arithmetic coding in the H.264/AVC video compression standard
IEEE Transactions on Circuits and Systems for Video Technology
The effect of user interface delay in thin client mobile games
AUIC '10 Proceedings of the Eleventh Australasian Conference on User Interface - Volume 106
MPEG-4-based adaptive remote rendering for video games
Proceedings of the 16th International Conference on 3D Web Technology
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A server-assisted approach for mobile-phone games
Mobile Multimedia Processing
Automatic fine-grained area detection for thin client systems
Journal of Network and Computer Applications
Cloud mobile gaming: modeling and measuring user experience in mobile wireless networks
ACM SIGMOBILE Mobile Computing and Communications Review
Proceedings of the 18th Brazilian symposium on Multimedia and the web
VGRIS: virtualized GPU resource isolation and scheduling in cloud gaming
Proceedings of the 22nd international symposium on High-performance parallel and distributed computing
GamingAnywhere: an open cloud gaming system
Proceedings of the 4th ACM Multimedia Systems Conference
GamingAnywhere: The first open source cloud gaming system
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP) - Special issue of best papers of ACM MMSys 2013 and ACM NOSSDAV 2013
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Video games are typically executed on Windows platforms with DirectX API and require high performance CPUs and graphics hardware. For pervasive gaming in various environments like at home, hotels, or internet cafes, it is beneficial to run games also on mobile devices and modest performance CE devices avoiding the necessity of placing a noisy workstation in the living room or costly computers/consoles in each room of a hotel. This paper presents a new cross-platform approach for distributed 3D gaming in wired/wireless local networks. We introduce the novel system architecture and protocols used to transfer the game graphics data across the network to end devices. Simultaneous execution of video games on a central server and a novel streaming approach of the 3D graphics output to multiple end devices enable the access of games on low cost set top boxes and handheld devices that natively lack the power of executing a game with high-quality graphical output.