WireGL: a scalable graphics system for clusters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
An accelerated remote graphics architecture for PDAS
Web3D '03 Proceedings of the eighth international conference on 3D Web technology
Remote Line Rendering for Mobile Devices
CGI '04 Proceedings of the Computer Graphics International
Using expressive rendering for remote visualization of large city models
Proceedings of the eleventh international conference on 3D web technology
Mobile, hardware-accelerated urban 3D maps in 3G networks
Proceedings of the twelfth international conference on 3D web technology
GPAC: open source multimedia framework
Proceedings of the 15th international conference on Multimedia
A physically-based client-server rendering solution for mobile devices
Proceedings of the 6th international conference on Mobile and ubiquitous multimedia
Platform for distributed 3D gaming
International Journal of Computer Games Technology - Special issue on cyber games and interactive entertainment
Mesh segmentation schemes for error resilient coding of 3-D graphic models
IEEE Transactions on Circuits and Systems for Video Technology
Bit allocation for joint source and channel coding of progressively compressed 3-D models
IEEE Transactions on Circuits and Systems for Video Technology
An efficient block classification for multimedia service in mobile cloud computing
Proceedings of the 1st ACM multimedia international workshop on Cloud-based multimedia applications and services for e-health
ReWeb3D: enabling desktop 3D applications to run in the web
Proceedings of the 18th International Conference on 3D Web Technology
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This paper proposes a complete framework for remote rendering of 3D and complex 2D applications. The retained approach is based on standardized video encoding and interactivity streaming methods and was developed within the framework of the Kusanagi project. The complete architecture of the gaming platform is described and especially we have developed an advanced "lobby server" which acts as an interface between the users and the applications and manages the resources sharing. This server component is also designed in order to build a strongly pervasive environment allowing users to run their 3D applications everywhere and on every device. In this perspective, the MPEG-4 format support is one of the main features that permits to diffuse easily and rapidly our solution. In addition, our gaming platform has been tested by a panel of beta testers. The users experience feedbacks are summarized and give relevant information for the future works. To improve the adaptability of our system, an optimized encoding an streaming method is proposed and the simulation results show that we can significantly improve the user QoE without adding complexity on the server side.