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Low Bit-rate Mobile Cloud Gaming

Published: 30 June 2016 Publication History
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  • Abstract

    In mobile cloud gaming, high-quality, high-frame-rate game images of immense data-size need to be delivered to the clients under stringent delay requirement. For good gaming experience, reducing the transmission bit-rate of the game images is necessary. In this work, we investigate a framework to achieve low bit-rate game image transmission. In particular, we extend our previously proposed layered coding to reduce transmission bandwidth and latency. In layered coding, we leverage the rendering capability of modern mobile devices to locally render low-quality game images, or the base layer. Instead of sending high quality game images directly, cloud servers can send enhancement layer information, which clients can utilize to improve the quality of the base layer. We investigate the design of a complexity-scalable base layer (BL) rendering pipeline that can be executed on a range of power-constrained mobile devices for layered coding. We focus on the popular Blinn-Phong lighting and formulate the design of BL Blinn-Phong lighting as an information-complexity optimization problem. Furthermore, we investigate a solution to remove the initialization latency of layered coding. Experiment results show that the information rate of the enhancement layer could be much less than that of the high quality game image; while the base layer can be generated with only a very small amount of computation. In particular, up to 84 percent reduction in bandwidth usage can be achieved by the proposed layered coding scheme.

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    Cited By

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    • (2022)DHR: Distributed Hybrid Rendering for Metaverse ExperiencesProceedings of the 1st Workshop on Interactive eXtended Reality10.1145/3552483.3556455(51-59)Online publication date: 14-Oct-2022

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    cover image ACM Conferences
    MobiGames '16: Proceedings of the 3rd Workshop on Mobile Gaming
    June 2016
    30 pages
    ISBN:9781450343251
    DOI:10.1145/2934646
    Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 30 June 2016

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    Author Tags

    1. blinn-phong lighting
    2. layered coding
    3. mobile cloud gaming
    4. video streaming

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    • Invited-talk

    Funding Sources

    • National Research Foundation Singapore

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    MobiSys'16
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    Overall Acceptance Rate 7 of 8 submissions, 88%

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    • (2022)DHR: Distributed Hybrid Rendering for Metaverse ExperiencesProceedings of the 1st Workshop on Interactive eXtended Reality10.1145/3552483.3556455(51-59)Online publication date: 14-Oct-2022

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