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Layered Coding for Mobile Cloud Gaming
| Content Provider | ACM Digital Library |
|---|---|
| Author | Chuah, Seong-Ping Cheung, Ngai-Man |
| Abstract | In mobile cloud gaming, high-quality game images of immense data-size need to be delivered over wireless networks under stringent delay requirement. Inadequate bandwidth and latency in the networks are two major challenges, which can be eased by reducing the bit-rate of the game images. In this work, we propose a novel game image coding framework: Layered Coding, which leverages the graphic rendering capability of modern mobile devices to reduce the game images bit-rate. In our proposed layered coding, clients render low-quality local game images, or the base layer. Instead of sending high quality game images, cloud servers send enhancement layer information, which clients utilize to improve the quality of the base layer. We design and analyze rendering configurations to generate the base layer. We show that the base layer can be generated with only a small amount of computations suitable for mobile devices. Importantly, the corresponding enhancement layer would require much less bit-rate compared to the high quality game images. We performed experiments to compare our layered coding with state-of-the-art, which uses H.264/AVC inter-frame coding to compress game images. With game sequences of different model complexity and motion, our results suggest that layered coding compares favorably. In particular, up to 65 percent reduction in bit-rate can be achieved. |
| Starting Page | 1 |
| Ending Page | 6 |
| Page Count | 6 |
| File Format | |
| ISBN | 9781450327084 |
| DOI | 10.1145/2577387.2577395 |
| Language | English |
| Publisher | Association for Computing Machinery (ACM) |
| Publisher Date | 2014-03-19 |
| Publisher Place | New York |
| Access Restriction | Subscribed |
| Subject Keyword | Layered coding Video streaming Mobile cloud gaming Image and video coding Graphic rendering |
| Content Type | Text |
| Resource Type | Article |