Currently, the typical framework for cloud gaming involves the use of cloud servers or a combination of cloud servers and edge servers to provide services. At the same time, there is an increasing number of intelligen...
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ISBN:
(纸本)9798350349184;9798350349191
Currently, the typical framework for cloud gaming involves the use of cloud servers or a combination of cloud servers and edge servers to provide services. At the same time, there is an increasing number of intelligent user devices with computing resources, and the computational capabilities of user devices are also becoming stronger. However, existing frameworks often treat user devices as terminals capable of network connectivity and display, which leads to a waste of computational resources. Therefore, this paper proposes a cloud -edge -end collaborative cloud gaming distributed rendering framework that incorporates user devices into the cloud gaming service network. The framework not only inherits the advantages of traditional frameworks, but also takes advantage of the computing power of user devices, enhances the usability of the framework, makes the utilization of computing resources higher, and makes the framework's work more flexible. Additionally, this paper designs a server operational cost optimization algorithm based on machine learning and metaheuristic algorithms. We compare and evaluate the proposed framework and algorithm with the mainstream framework and algorithm, and the experimental results prove its effectiveness
Propelled by the growing availability of broadband connection in recent years, the gaming industry is now devoting a considerable amount of resources and investments in online and cloud gaming. In legacy online gaming...
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ISBN:
(数字)9781665488792
ISBN:
(纸本)9781665488792
Propelled by the growing availability of broadband connection in recent years, the gaming industry is now devoting a considerable amount of resources and investments in online and cloud gaming. In legacy online gaming, the gaming experience is usually provided with the support of remote servers, and online players rely on their local PCs or consoles, which hold a local copy of all the content (assets) and must follow some minimum requirements in hardware and software specifications. Whereas, on cloud gaming, intensive computational tasks are almost completely offloaded to dedicated servers: video frames are rendered on the remote machine, encoded and sent to the players as a video stream. This approach soften the need for updated and powerful devices, but it suffers from all the limitations and problems inherent to multimedia real-time streaming. In this paper we explore an hybrid approach between a (video) streaming-based cloud gaming and the traditional approach where all assets are local to the player. We propose a solution where the rendering pipeline is split between server and client. In this distributed architecture, the server manages most of the game scene description, runs the game simulation, performs the first segment of the graphics pipeline's application stage, and finally sends a stream of pre-processed graphical objects to the client, which performs the final rendering steps. The proposed approach reduces the computational burden on the server, which is not required to perform rendering, improving scalabihty when compared with cloud gaming solutions based on video streaming.
Glasses-free three-dimensional (3D) displays can provide 3D perception without wearing special glasses or headgear. Compared with the two-dimensional(2D) images, super-multi-view(SMV) images for glasses-free 3D displa...
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ISBN:
(纸本)9781510622333
Glasses-free three-dimensional (3D) displays can provide 3D perception without wearing special glasses or headgear. Compared with the two-dimensional(2D) images, super-multi-view(SMV) images for glasses-free 3D displays can provide more realistic 3D scenes for viewers. Among the existing methods, the ray-tracing technique is a main rendering approach to generate a virtual image. However, it is often very time-consuming to produce photorealistic 3D images because of backward ray-tracing computation with high sampling density. Here, a high-efficient distributed rendering method based on cloud computing technique is presented to reduce temporal redundancy for the generation of SMV images. Experimental results show the effectiveness of our proposed method. Compared with the primary methods working with a single computer, the computation time is decreased to 512 s from 1418 s to reconstruct a 50 viewpoints 3D image with 256 times of sampling, which achieves the resolution of 3840x2160.
The state-of-art in load balancing algorithm, most of them propose dynamic load balancing based on weights or adaptation,in order to improve the execution efficiency in a distributed environment. However, these algori...
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ISBN:
(纸本)9781538645093
The state-of-art in load balancing algorithm, most of them propose dynamic load balancing based on weights or adaptation,in order to improve the execution efficiency in a distributed environment. However, these algorithms usually only perform statistics on the running state of the nodes in the cluster during the initial statistics of the task, or on the real-time running status of the nodes in the cluster at runtime a This dissertation focuses on the complicated computing and the high requirements on the hardware requirements of the nodes rendering tasks. It proposes a dynamic load balancing algorithm based on conditional hierarchy which comprehensively considers the complexity of rendering tasks, the initial and immediate hardware status of the nodes a Through the experimental comparison, the proposed algorithm which has a certain role in promoting the scientific construction of distributed rendering system architecture can effectively improve the efficiency of the rendering task in distributed environment, and reduce the communication times between the master control node and the nodes in cluster
In a remote rendering system, the display device and the main graphics processing unit (GPU) are located in different places, which is a kind of client-server architecture and is widely used in cloud gaming and virtua...
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ISBN:
(纸本)9781538605608
In a remote rendering system, the display device and the main graphics processing unit (GPU) are located in different places, which is a kind of client-server architecture and is widely used in cloud gaming and virtual reality (VR). To reduce the interaction delay and improve the user experience especially when the link between the server and client becomes wireless, we propose a client-end GPU-accelerated scene warping technique to approximate the rendered frames between key frames, meanwhile hiding the interaction delay. The distributed rendering technique can warp and interpolate images on the client end with the server-rendered reference background images and the corresponding depth maps. A mobile GPU is also employed to accelerate the image warping operation. In addition, the foreground layer is rendered with GPU and then blended with the approximated background layer generated from background warping. A prototype of the proposed system is implemented with a commercialized smart phone. Compared with the video streaming-based cloud gaming system, the evaluation results show that the Game Mean Opinion Score (GMOS) increases from 1 to 4.1 for the interactive games even in a high network delay condition.
Development and rapid prototyping for large interactive environments like tiled-display walls pose many challenges. One is the heterogeneity of the various applications and libraries. A visual application tailored for...
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ISBN:
(纸本)9783319723235;9783319723228
Development and rapid prototyping for large interactive environments like tiled-display walls pose many challenges. One is the heterogeneity of the various applications and libraries. A visual application tailored for a single monitor setup with a certain software environment is difficult to port and distribute to a multi-display, multi-PC setup. As a solution to this problem, we explore the potential of lightweight containerization techniques for distributed interactive applications. In particular, we present how the necessary runtime and build environments including libraries and drivers can be abstracted using the Docker framework. We demonstrate the packing of an existing single-machine GPU-enabled ray tracer inside a container to be used on tiled display walls. The performance measurements reveal that the containerization has a negligible impact on the system's performance but allows for easy setup, integration, and distribution of complex applications.
Graphic image is compulsory in delivering information and communication in this information technology era. Graphic applications are used widely to manipulate images in advertising industries and in animation movie pr...
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ISBN:
(纸本)9781509055487
Graphic image is compulsory in delivering information and communication in this information technology era. Graphic applications are used widely to manipulate images in advertising industries and in animation movie productions. In order to manipulate numerous and complex images, it is required long period of time and high-performance computers. However, computers with high-performance specification are still very expensive these days. This condition triggers the development of distributed processing technique using the implementation of computer cluster which does not require very advanced specifications. A computer cluster is a computer system that employs many computers (PCs) which are connected within a computer network and work simultaneously in parallel for solving given computational processes. MPICH2 cluster system was implemented in cloud computing infrastructure in the laboratory. A performance analysis was conducted on how the system handle parallel distributed processes using POV-Ray software. The performance of the system was then tested, using execution time, efficiency rate, and speedup as the parameters. This research used 4 sample images tested in MPICH cluster system for rendering. After speedup and efficiency rate analyses were conducted, it is then possible to conclude that the produced average speedup is 2.68 and the average efficiency rate in rendering the four 3D images is 92%. Those results show that the cluster system of the distributed rendering is efficient in executing the computational processes.
Grid systems are an ideal basis to parallelise computationally intensive tasks that efficiently can be split into parts. One possible application domain for such systems is rendering of films. Since small companies an...
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ISBN:
(纸本)9781467369718
Grid systems are an ideal basis to parallelise computationally intensive tasks that efficiently can be split into parts. One possible application domain for such systems is rendering of films. Since small companies and underground film producers do not have the possibility to maintain appropriate computing environments for their own films, grid-based approaches can be used to build a self-organised and autonomic computing infrastructure. In order to avoid such systems from being exploited by malicious agents, we present a novel approach introducing technical trust which results in the Trusted Desktop Grid. In this paper, we demonstrate that the system is able to automatically isolate malicious agents and support an efficient utilisation for benevolent agents - resulting in a self-protecting and self-healing system.
Large-scale autostereoscopic three-dimensional (3D) displays can give audiences a truly immersive feeling with strong visual impact. However, the traditional autostereoscopic 3D display systems are limited by the disp...
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Large-scale autostereoscopic three-dimensional (3D) displays can give audiences a truly immersive feeling with strong visual impact. However, the traditional autostereoscopic 3D display systems are limited by the display hardware, making it difficult to directly achieve large-scale 3D displays with high resolution. Multiscreen splicing with laser backlights can be used for large-scale and ultrahigh-resolution 3D display, but it normally results in subscreen image asynchronization, view zone error, or obvious edge overlapping. To solve the problems mentioned above, a distributed real-time rendering system for ultrahigh-resolution multiscreen 3D display is proposed. Fifteen 3D LCD display devices are driven through a host, cooperating with laser backlights, a lenticular lens array (LLA), and a directional diffuser to display high resolution, high frame rate, large size, and wide-viewing angle 3D images. The resolution of the whole display system can reach 23,040 x 21,600. The rendering system provides a large-scale and real-time 3D scene image with an ultrahigh-definition resolution at a speed of 40 frames per second and high quality.
Telepresence systems use 3D techniques to create a more natural human-centered communication over long distances. This work concentrates on the analysis of latency in telepresence systems where acquisition and renderi...
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Telepresence systems use 3D techniques to create a more natural human-centered communication over long distances. This work concentrates on the analysis of latency in telepresence systems where acquisition and rendering are distributed. Keeping latency low is important to immerse users in the virtual environment. To better understand latency problems and to identify the source of such latency, we focus on the decomposition of system latency into sub-latencies. We contribute a model of latency and show how it can be used to estimate latencies in a complex telepresence dataflow network. To compare the estimates with real latencies in our prototype, we modify two common latency measurement methods. This presented methodology enables the developer to optimize the design, find implementation issues and gain deeper knowledge about specific sources of latency.
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