MPEG-4-based adaptive remote rendering for video games

Abstract : 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.
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Communication dans un congrès
Web3D '11 : 16th International Conference on 3D Web Technology, Jun 2011, Paris, France. ACM, pp.45-50, 2011, <10.1145/2010425.2010433>
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https://hal.archives-ouvertes.fr/hal-00727699
Contributeur : Médiathèque Télécom Sudparis & Télécom Ecole de Management <>
Soumis le : mardi 4 septembre 2012 - 11:04:57
Dernière modification le : jeudi 9 février 2017 - 15:22:47

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Nicolas Tizon, Christina Moreno Alcerreca, Mihai Cernea D., Marius Preda. MPEG-4-based adaptive remote rendering for video games. Web3D '11 : 16th International Conference on 3D Web Technology, Jun 2011, Paris, France. ACM, pp.45-50, 2011, <10.1145/2010425.2010433>. <hal-00727699>

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