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相关论文: A network analysis on cloud gaming: Stadia, GeForc…

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Cloud gaming, wherein game graphics is rendered in the cloud and streamed back to the user as real-time video, expands the gaming market to billions of users who do not have gaming consoles or high-power graphics PCs. Companies like Nvidia,…

网络与互联网体系结构 · 计算机科学 2024-04-05 Minzhao Lyu , Sharat Chandra Madanapalli , Arun Vishwanath , Vijay Sivaraman

Interactive, real-time, and high-quality cloud video games pose a serious challenge to the Internet due to simultaneous high-throughput and low round trip delay requirements. In this paper, we investigate the traffic characteristics of…

网络与互联网体系结构 · 计算机科学 2022-05-24 Marc Carrascosa , Boris Bellalta

To tap into the growing market of cloud gaming, whereby game graphics is rendered in the cloud and streamed back to the user as a video feed, network operators are creating monetizable assurance services that dynamically provision network…

网络与互联网体系结构 · 计算机科学 2025-09-25 Yifan Wang , Minzhao Lyu , Vijay Sivaraman

Mobile cloud gaming enables high-end games on constrained devices by streaming the game content from powerful servers through mobile networks. Mobile networks suffer from highly variable bandwidth, latency, and losses that affect the gaming…

多媒体 · 计算机科学 2022-01-20 Ahmad Alhilal , Tristan Braud , Bo Han , Pan Hui

Among mobile cloud applications, mobile cloud gaming has gained a significant popularity in the recent years. In mobile cloud games, textures, game objects, and game events are typically streamed from a server to the mobile client. One of…

网络与互联网体系结构 · 计算机科学 2017-07-04 Mohammad Hosseini

Good user experience with interactive cloud-based multimedia applications, such as cloud gaming and cloud-based VR, requires low end-to-end latency and large amounts of downstream network bandwidth at the same time. In this paper, we…

多媒体 · 计算机科学 2017-06-16 Gazi Illahi , Matti Siekkinen , Enrico Masala

With the arrival of cloud technology, game accessibility and ubiquity have a bright future; Games can be hosted in a centralize server and accessed through the Internet by a thin client on a wide variety of devices with modest capabilities:…

网络与互联网体系结构 · 计算机科学 2013-11-15 Richard Ewelle Ewelle , Abdelkader Gouaïch , Yannick Francillette , Ghulam Mahdi

Cloud gaming enables playing high end games, originally designed for PC or game console setups, on low end devices, such as net-books and smartphones, by offloading graphics rendering to GPU powered cloud servers. However, transmitting the…

Mobile cloud gaming places the simultaneous demands of high capacity and low latency on the wireless network, demands that Private and Metropolitan-Area Standalone 5G networks are poised to meet. However, lacking introspection into the 5G…

网络与互联网体系结构 · 计算机科学 2024-09-20 Haoran Wan , Kyle Jamieson

Online Cloud gaming demands real-time, high-quality video transmission across variable wide-area networks (WANs). Neural-enhanced video transmission algorithms employing super-resolution (SR) for video quality enhancement have effectively…

网络与互联网体系结构 · 计算机科学 2025-01-14 Shan Jiang , Zhenhua Han , Haisheng Tan , Xinyang Jiang , Yifan Yang , Xiaoxi Zhang , Hongqiu Ni , Yuqing Yang , Xiang-Yang Li

Cloud virtual reality (VR) gaming traffic characteristics such as frame size, inter-arrival time, and latency need to be carefully studied as a first step toward scalable VR cloud service provisioning. To this end, in this paper we analyze…

信号处理 · 电气工程与系统科学 2021-09-22 Sihao Zhao , Hatem Abou-zeid , Ramy Atawia , Yoga Suhas Kuruba Manjunath , Akram Bin Sediq , Xiao-Ping Zhang

Video streaming, in various forms of video on demand (VOD), live, and 360 degree streaming, has grown dramatically during the past few years. In comparison to traditional cable broadcasters whose contents can only be watched on TVs, video…

多媒体 · 计算机科学 2020-12-01 Xiangbo Li , Mahmoud Darwich , Magdy Bayoumi , Mohsen Amini Salehi

Cloud Gaming is an emerging service that catches growing interest in the research community as well as industry. While the paradigm shift from a game execution on clients to streaming games from the cloud offers a variety of benefits, the…

User equipment is one of the main bottlenecks facing the gaming industry nowadays. The extremely realistic games which are currently available trigger high computational requirements of the user devices to run games. As a consequence, the…

机器学习 · 计算机科学 2023-05-11 Carlos Baena , O. S. Peñaherrera-Pulla , Raquel Barco , Sergio Fortes

Millions of network cameras are streaming real-time multimedia content (images or videos) for various environments (e.g., highways and malls) and can be used for a variety of applications. Analyzing the content from many network cameras…

分布式、并行与集群计算 · 计算机科学 2018-03-22 Ahmed S. Kaseb , Bo Fu , Anup Mohan , Yung-Hsiang Lu , Amy Reibman , George K. Thiruvathukal

Cloud rendering is widely used in gaming and XR to overcome limited client-side GPU resources and to support heterogeneous devices. Existing systems typically deliver the rendered scene as a 2D video stream, which tightly couples the…

图像与视频处理 · 电气工程与系统科学 2026-04-06 Matti Siekkinen , Teemu Kämäräinen

Due to the fast development of the Cloud Computing technologies, the rapid increase of cloud services are became very remarkable. The fact of integration of these services with many of the modern enterprises cannot be ignored. Microsoft,…

其他计算机科学 · 计算机科学 2013-11-15 Mohamed Magdy Mosbah , Hany Soliman , Mohamad Abou El-Nasr

Cloud gaming is a multi-billion dollar industry. A client in cloud gaming sends its movement to the game server on the Internet, which renders and transmits the resulting video back. In order to provide a good gaming experience, a latency…

网络与互联网体系结构 · 计算机科学 2023-10-24 Zhaoyuan He , Yifan Yang , Shuozhe Li , Diyuan Dai , Lili Qiu , Yuqing Yang

We introduce a novel distributed rendering approach to generate high-quality graphics in thin-client games and VR applications. Many mobile devices have limited computational power to achieve ray tracing in real-time. Hence,…

图形学 · 计算机科学 2022-10-12 Yu Wei Tan , Louiz Kim-Chan , Anthony Halim , Anand Bhojan

We study a two-sided network investment game consisting of two sets of players, called providers and users. The game is set in two stages. In the first stage, providers aim to maximize their profit by investing in bandwidth of cloud…

计算机科学与博弈论 · 计算机科学 2019-04-24 Daniel Schmand , Marc Schröder , Alexander Skopalik
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