IEEE Computer Graphics and Applications
Elements of information theory
Elements of information theory
Computer graphics (2nd ed. in C): principles and practice
Computer graphics (2nd ed. in C): principles and practice
Polygon-assisted JPEG and MPEG compression of synthetic images
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Deep compression for streaming texture intensive animations
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Protected interactive 3D graphics via remote rendering
ACM SIGGRAPH 2004 Papers
Using graphics rendering contexts to enhance the real-time video coding for mobile cloud gaming
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Overview of the H.264/AVC video coding standard
IEEE Transactions on Circuits and Systems for Video Technology
Overview of the Scalable Video Coding Extension of the H.264/AVC Standard
IEEE Transactions on Circuits and Systems for Video Technology
GamingAnywhere: an open cloud gaming system
Proceedings of the 4th ACM Multimedia Systems Conference
Hi-index | 0.00 |
In mobile cloud gaming, high-quality game images of immense data-size need to be delivered over wireless networks under stringent delay requirement. Inadequate bandwidth and latency in the networks are two major challenges, which can be eased by reducing the bit-rate of the game images. In this work, we propose a novel game image coding framework: Layered Coding, which leverages the graphic rendering capability of modern mobile devices to reduce the game images bit-rate. In our proposed layered coding, clients render low-quality local game images, or the base layer. Instead of sending high quality game images, cloud servers send enhancement layer information, which clients utilize to improve the quality of the base layer. We design and analyze rendering configurations to generate the base layer. We show that the base layer can be generated with only a small amount of computations suitable for mobile devices. Importantly, the corresponding enhancement layer would require much less bit-rate compared to the high quality game images. 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 compares favorably. In particular, up to 65 percent reduction in bit-rate can be achieved.