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A Framework for Adaptive Residual Streaming for Single-Player Cloud Gaming

Published: 19 July 2019 Publication History

Abstract

Applying cloud technology to 3D interactive multimedia applications is a promising way to provide flexible and cost-efficient online high-bandwidth immersive services to a large population of end users. One main reason cloud systems are popular among users is the fact that it relaxes the hardware requirements for high-end interactive visual applications. As most of the computational tasks are done on cloud servers, users no longer need to upgrade their hardware as frequently to keep up with the ever-increasing high-end computing requirements of the latest applications. Moreover, cloud systems make it easier for a user to enjoy applications on different platforms, including mobile devices that are usually not powerful enough to run high-end, memory-intensive services. In short, applying cloud technology to high-end immersive applications has advantages in cost-efficiency and flexibility both for the end users and the service providers. However, there are two main drawbacks to applying cloud technology to 3D interactive multimedia services: (1) high-bandwidth utilization and (2) latency. In this article, we propose a framework that addresses the two problems for single-player cloud gaming by using a combination of collaborative rendering, progressive meshes, and 3D image warping techniques. The experimental results show that the proposed system can reduce the bandwidth usage and improve the visual quality by utilizing local computing power on the client. The results also show that the interaction latency can be reduced somewhat by sacrificing some degree of visual quality in the end system.

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Published In

cover image ACM Transactions on Multimedia Computing, Communications, and Applications
ACM Transactions on Multimedia Computing, Communications, and Applications  Volume 15, Issue 2s
Special Section on Cross-Media Analysis for Visual Question Answering, Special Section on Big Data, Machine Learning and AI Technologies for Art and Design and Special Section on MMSys/NOSSDAV 2018
April 2019
381 pages
ISSN:1551-6857
EISSN:1551-6865
DOI:10.1145/3343360
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 19 July 2019
Accepted: 01 May 2019
Revised: 01 May 2019
Received: 01 December 2018
Published in TOMM Volume 15, Issue 2s

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Author Tags

  1. 3D image warping
  2. Collaborative rendering
  3. progressive meshes

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  • (2024)Nonlocal Hybrid Network for Long-tailed Image ClassificationACM Transactions on Multimedia Computing, Communications, and Applications10.1145/363025620:4(1-22)Online publication date: 11-Jan-2024
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