PPTX - nossdav 2013
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Transcript PPTX - nossdav 2013
Mahdi Hemmati, Abbas Javadtalab,
Ali A. Nazari, Shervin Shirmohammadi, Tarik Arici
Outline
Background
GaV: Game as Video
Advantages
Challenges
Proposed Method
Evaluation
Results
Conclusion
Future Work
Background
Cloud Gaming: real-time game playing via thin clients
(Cloud Computing + Online Gaming)
Great interest and growth during recent years
Several cloud gaming services with a variety of
realizations available on the market:
Background – cont.
Cloud hosts for the game logic and streams the game
experience to the client
Game Streaming:
Streaming the 3D Objects
Streaming the Rendered Video
Hybrid Approach
(Classical approach)
(OnLive, GaiKai)
(CiiNOW)
Our Focus: Video Streaming
“Game as Video” (GaV)
A natural combination:
Cloud gaming + Mobile gaming (i.e., on mobile clients)
GaV Advantages
No need for continuous hardware upgrade
The only requirements are broadband internet connection
and a thin client (a device capable of video display)
No need to purchase new versions of the games
Pay as you play
Play anywhere anytime
Play the same game on various devices
(Smartphone, Tablet, Notebook, Desktop PC, Smart TV)
Revenue increase for developers/Publishers by
leaving out the retail chain
GaV Challenges
Stringent requirements of network service quality
Network Bandwidth
GaV streaming data rates are significantly higher than
conventional gaming and similar to video streaming
Latency
Network latency as well as available network bandwidth
greatly affects the player's quality of experience (QoE)
Energy consumption of the servers in the Cloud
Massive number of simultaneous game sesions
Proposed Method - Overview
Basis: Our previous successful experience with activity-
based object selection for 3D object streaming
Difference: rendering and video encoding done on server
side and only the encoded video streamed to the client
Objective: adapt the game scene to achieve
Lower video bit rate
Faster encoding time at server side
(Lower energy consumption)
Key Idea: exclude less important objects from the game
scene before rendering and encoding
Proposed Method:
Activity-based Object Selection
Maintaining a list containing the importance of each
object for each activity, designed by game designers
Evaluating the importance of each object in each frame of
the game based on the current activity of the player
Optimizing object selection using their normalized
importance factors subject to some constraints
Rendering the scene containing only the selected objects
Encoding and streaming the video of the gameplay
Evaluation - Game
Object selection algorithm implemented
in Unity 3D game engine
Two Unity 3D Demo Games
Video of the game play captured by FRAPS
Evaluation - Video
Capture video encoded using x264 (H.264/AVC)
Profile: High
Rate control methods: ABR & CRF
Target bit rate: 1Mbps
Encoding time recorded using Intel VTune Amplifier
Performance Metrics
Size of the coded videos
Streaming bit rates
Average
Peak
Encoding Time
BootCamp Game Screenshots
Results for the BootCamp Game
AngryBots Game Screenshots
Results for the AngryBots Game
Summary & Conclusion
A game scene adaptation using an object selection and
optimization method proposed for GaV scenario
Only the most important objects from the perspective
of the player’s activity are encoded in the scene and
irrelevant or less important objects are omitted
Significantly lower streaming bit rates achieved
(between 2.2% to 8.8% less than the original video)
Slightly less processing time on server side
(still critical due to massive number of game sessions)
A complementary approach to existing methods, such
as low-polygonal modeling and level of detail scaling
Future Work
Subjective evaluation of the quality of experience (QoE)
Our previous work for client-side rendering
Comparison of QoE: proposed scheme vs. the strategy of
higher compression of the entire scene with all objects
Rendering less-important objects with a lower LoD
Encoding less-important regions with lower bit rates
Energy-aware video encoding algorithms
Q&A