Lossless compression of computer generated animation frames
ACM Transactions on Graphics (TOG)
The interactive performance of SLIM: a stateless, thin-client architecture
Proceedings of the seventeenth ACM symposium on Operating systems principles
WireGL: a scalable graphics system for clusters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
IEEE Internet Computing
Virtually shared displays and user input devices
ATC'07 2007 USENIX Annual Technical Conference on Proceedings of the USENIX Annual Technical Conference
Analysis and reduction of data spikes in thin client computing
Journal of Parallel and Distributed Computing
BASS Application Sharing System
ISM '08 Proceedings of the 2008 Tenth IEEE International Symposium on Multimedia
Scheduler support for video-oriented multimedia on client-side virtualization
Proceedings of the 3rd Multimedia Systems Conference
The n-dimensional display interface: a more elastic narrow waist for the display pipeline
Proceedings of the 3rd Multimedia Systems Conference
A universal algorithm for sequential data compression
IEEE Transactions on Information Theory
DisplayCast: a high performance screen sharing system for intranets
Proceedings of the 20th ACM international conference on Multimedia
DisplayCast: a high performance screen sharing system for intranets
Proceedings of the 20th ACM international conference on Multimedia
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Faithful sharing of screen contents is an important collaboration feature. Prior systems were designed to operate over constrained networks. They performed poorly even without such bottlenecks. To build a high performance screen sharing system, we empirically analyzed screen contents for a variety of scenarios. We showed that screen updates were sporadic with long periods of inactivity. When active, screens were updated at far higher rates than was supported by earlier systems. The mismatch was pronounced for interactive scenarios. Even during active screen updates, the number of updated pixels were frequently small. We showed that crucial information can be lost if individual updates were merged. When the available system resources could not support high capture rates, we showed ways in which updates can be effectively collapsed. We showed that Zlib lossless compression performed poorly for screen updates. By analyzing the screen pixels, we developed a practical transformation that significantly improved compression rates. Our system captured 240 updates per second while only using 4.6 Mbps for interactive scenarios. Still, while playing movies in fullscreen mode, our approach could not achieve higher capture rates than prior systems; the CPU remains the bottleneck. A system that incorporates our findings is deployed within the lab.