• DocumentCode
    1799063
  • Title

    A low latency cloud gaming system using edge preserved image homography

  • Author

    Lingfeng Xu ; Xun Guo ; Yan Lu ; Shipeng Li ; Au, Oscar C. ; Lu Fang

  • Author_Institution
    Hong Kong Univ. of Sci. & Technol., Hong Kong, China
  • fYear
    2014
  • fDate
    14-18 July 2014
  • Firstpage
    1
  • Lastpage
    6
  • Abstract
    The emerging cloud gaming technology has been growing fast, driving up huge mobile consumer demands. The video streaming based cloud gaming scenario renders the game scenes in the cloud servers, and streams the encoded sequences to the thin clints where the game scenes are decoded and displayed to the players. However, current existing clouding gaming services have some problems, such as the latency and bandwidth limitation. The size of the video stream is usually quite large which requires heavy transmission. Worse still, the frame data rate will burst when the game scenes contain fast translation or rotation, resulting in strong latency problem. In this paper, we propose a novel video streaming based cloud gaming algorithm which reduces the burst of the frame rate significantly. There are mainly two innovations in this paper. Firstly, based on the analysis of the motion estimation strategy in the video codec, we introduce image homography technique for better motion prediction. Meanwhile, according to the rasterization rules of the game engine, we present a special designed interpolation algorithm named Edge Preserved Interpolation (EPI), for more accurate edge interpolation and further reduce the residues in the edge regions. The proposed algorithm is implemented on the x264 platform. Experimental results show that our algorithm has 18.0% BD-rate reduction compared with x264.
  • Keywords
    cloud computing; computer games; interpolation; motion estimation; video codecs; video streaming; BD-rate reduction; edge preserved image homography; edge preserved interpolation; frame rate burst reduction; game engine rasterization rules; interpolation algorithm; low latency cloud gaming system; motion estimation strategy; motion prediction; video codec; video streaming; Algorithm design and analysis; Cameras; Games; Image edge detection; Interpolation; Motion estimation; Streaming media; Cloud gaming; edge preserved interpolation; image homography; video streaming;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Multimedia and Expo (ICME), 2014 IEEE International Conference on
  • Conference_Location
    Chengdu
  • Type

    conf

  • DOI
    10.1109/ICME.2014.6890279
  • Filename
    6890279