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110420Cloud_Gamingfor_ECE498

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    Cloud Gaming on Mobile Devices

    Presented by: Shu Shi

    ECE498HP, Spring 2011

    Wednesday, April 20, 2011

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    About Me

    4thyear Ph.D. in CSDepartment

    Advisers: Prof. Roy Campbell,Prof. Klara Nahrstedt

    Research Interests:multimedia systems,multimedia networking,mobile computing

    Publications: MM09, MM10,ICME10, ICME11, ...

    Wednesday, April 20, 2011

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    Cloud Gaming

    Onlive: www.onlive.com What is Cloud Gaming?

    http://www.youtube.com/watch?v=Fr2DSxmrH4Y

    3

    http://www.offlinecarrot.com/blog/52/onlive-in-australiadetailsis-onlive-coming-to-australia

    Wednesday, April 20, 2011

    http://www.offlinecarrot.com/blog/52/onlive-in-australiadetailsis-onlive-coming-to-australiahttp://www.offlinecarrot.com/blog/52/onlive-in-australiadetailsis-onlive-coming-to-australiahttp://www.youtube.com/watch?v=Fr2DSxmrH4Yhttp://www.youtube.com/watch?v=Fr2DSxmrH4Yhttp://www.onlive.com/http://www.onlive.com/
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    Remote Rendering

    4

    RenderingServer

    ClientSource

    Contents

    RenderingResults

    User

    InteractionRequests

    DisplayNetwork

    User

    Interaction

    Save

    Computation

    Depends on high-bandwidth low-

    latency network

    Wednesday, April 20, 2011

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    Mobile Cloud Gaming

    7

    RenderingServer

    SourceContents

    RenderingResults

    UserInteractionRequests

    Display

    UserInteraction

    Wireless

    Network

    Why is mobile cloud gaming difficult?

    How to solve the problems?

    How to evaluate the proposed solutions?Wednesday, April 20, 2011

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    Experiment Platforms

    BZFlag: http://bzflag.org/ An open source 3D tank shooting game

    Video

    http://www.youtube.com/watch?v=t7Me1RDJIXw

    8

    RenderingServer

    Mobile

    Client

    Wireless

    Networks

    Wednesday, April 20, 2011

    http://www.youtube.com/watch?v=t7Me1RDJIXwhttp://www.youtube.com/watch?v=t7Me1RDJIXwhttp://bzflag.org/http://bzflag.org/
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    Interaction Latency

    9

    Mobile

    Devices

    Rendering

    ServerGame

    Engine

    Game Scene Frame

    F2

    F1

    F3

    Image Frame

    After Rendering

    I1

    I2

    I3.

    .

    ....

    .

    .

    .

    .

    .

    .

    Fi

    User Changes the

    Rendering Viewpoint Server Updates the

    Rendering Viewpoint

    First Frame Rendered

    at the Updated

    Rendering ViewpointFirst Image Frame

    at the UpdatedRendering Viewpoint

    Interaction

    LatencyIi

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    Interaction Latency

    10

    Viewpoint Update

    RenderingServer

    SourceContents

    RenderingResults

    Display

    UserInteraction

    Wireless

    Network

    Interaction latency depends on the round trip timeof wireless networks

    The latency of wireless networks, especially cellular networksare very high (UMTS 200+ms, EDGE 300+ms, GPRS 700+ms)

    High latency affects gaming experience 100 ms is the largest tolerable latency for the first person

    shooting game

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    Interaction Latency Reduction

    11

    Viewpoint Update

    RenderingServer

    SourceContents

    RenderingResults

    Display

    UserInteraction

    Wireless

    Network

    Can wen reduce the interaction latency from thered path to the green path?

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    Remote Rendering Approaches

    12

    RenderingServer

    ClientNetwork

    Model

    Forwarding

    Point-based

    Rendering

    Model

    Filtering

    Image

    Streaming

    Environment

    Map

    3D

    Warping

    Double

    Warping

    Network Bandwidth and Computation on Clientmore less

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    Environment Map

    Server sends environment maps to client e.g., panoramic map Supported by OpenGL or omni-directional camera

    Advantage: eliminate the interaction latency

    Disadvantage: only support pan & tilt

    13QuickTime VRAn Image-Based Approach to Virtual Environment Navigation

    Wednesday, April 20, 2011

    http://www.cs.berkeley.edu/~ravir/6998/papers/p29-chen.pdfhttp://www.cs.berkeley.edu/~ravir/6998/papers/p29-chen.pdfhttp://www.cs.berkeley.edu/~ravir/6998/papers/p29-chen.pdf
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    3D Image Warping

    14

    F2

    F1

    F3I1

    I2

    I3.

    .

    ....

    .

    .

    .

    .

    .

    .

    User Changes the

    Rendering Viewpoint

    to Vnew

    (Vnew.pos = V.pos)

    Fi

    Ei+V

    E1+V

    E2+V

    E3+V

    Environment Map

    Viewpoint

    Ii_new =

    Env_proj(Ei,V,Vnew)

    .

    .

    .

    .

    .

    .

    ...

    .

    .

    .

    Fj

    Ej+Vnew

    Mobile

    Devices

    Rendering

    ServerGame

    Engine

    Game Scene FrameImage Frame

    After Rendering

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    3D Image Warping

    Server sends depth images to client Image Map: I Depth Map: D

    Advantages: eliminate the latency for any interaction

    Disadvantages: artifacts (holes) are generated

    15

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    3D Image Warping

    16

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    3D Image Warping

    17

    F2

    F1

    F3I1

    I2

    I3.

    .

    ....

    .

    .

    .

    .

    .

    .User Changes the

    Rendering Viewpoint

    to Vnew

    Fi

    Ii+Di+V

    I1+D1+V

    I2+D2+V

    I3+D3+V

    Image Map

    Depth Map

    Viewpoint

    Ii_new =

    Warping(Ii,Di,V,Vnew)

    .

    .

    .

    .

    .

    .

    ...

    .

    .

    .

    Fj

    Ij+Dj+Vnew

    Mobile

    Devices

    Rendering

    ServerGame

    Engine

    Game Scene FrameImage Frame

    After Rendering

    Wednesday, April 20, 2011

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    Double Warping

    Server sends two depth images per frame to client

    18

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    Double Warping

    19

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    Double Warping

    20

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    Double Warping

    21

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    Double Warping

    22

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    Double Warping

    Server sends two depth images per frame to client Advantages: eliminate interaction latency and

    reduce warping artifacts

    Disadvantages: more bandwidth to transmit moredepth images

    23

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    v2

    v1

    v2

    v1

    v+

    Reference Selection Problem

    Select two or more virtual camera viewpoints togenerate a reference frame (depth image set) thatminimizes the warping error in a warping-basedremote rendering system

    24

    Rendering

    Server

    Mobile

    Client

    3D Video Frame

    Reference Frame

    Warping Result Rendering Result

    - < Terr

    Wednesday, April 20, 2011

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    DOL= 10 log10

    MAX2I

    PL D(Ivm, Iv

    +

    m ) +

    n1

    x=m

    tx D(Ix, Iv+

    x )

    Performance Evaluation

    Distortion Over Latency Latency is not enough to

    evaluate system

    performance

    Warping quality is alsoimportant when userinteraction happens

    Integrate both latency andquality into one score

    (DOL)

    25

    tmtime

    Iv

    m+1Iv

    m I

    v

    n1 I

    v+

    n

    v+

    Iv

    m

    Iv+

    m I

    v+

    m+1 Iv+

    n1

    ... ...ActuallyReceived

    ...

    Im Im+1 In1 I

    v+

    n

    tn-1tm+1PL

    UL

    Displaywith

    Image Warping

    ......

    ...tmv

    +

    Iv

    mIm+1

    In1... Iv+ntn-1tm+1

    Displaywithout

    Image Warping

    ......

    ...UL

    ...

    v+

    Iv

    mIv+

    n

    IdealDisplay

    ... ......

    Wednesday, April 20, 2011

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    Performance Evaluation

    26

    SourceMedia

    Content

    User Interaction

    v+

    Viewpoint Manager

    Rendering Engine

    Sn Iv+

    n

    ...In1Im+1

    ...

    Rendering EngineSource

    History Buffer Image WarpingResult

    History Buffer

    DOL

    n

    distortion

    m, n

    ...

    Image Warping

    Display

    ViewpointManager

    Timer

    v+

    v+v+

    v+m

    v+

    , m

    PL, tx

    Sn+1

    Sn Sm+1 Sm Iv+

    m I

    v

    m

    Im

    Iv

    n1... Iv

    m+1

    Rendering Server Mobile Client

    PL, tx

    Im

    Im

    Run-time DOL Monitor Calculate Distortion Over Latency on the rendering server

    at run-time

    Rendering server runs the same image warping operationsas mobile client to calculate the warping quality

    Wednesday, April 20, 2011

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    Results

    27

    Test Scenarios Simulator: running on laptop using 802.11n Wi-Fi Wi-Fi: running on iPhone 4 using 802.11g Wi-Fi 3G: running on iPhone 4 using AT&T 3G

    Test Approaches Image Stream: send image frames only Single Warping: send one depth image for 3D image warping Double Warping: send two depth images for double warping

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    Results

    28

    Test Sequence Bunny: static 3D model Taichi: dynamic 3D video

    Test Results

    Interaction Latency: the less the better Update Latency: for reference DOL: the larger the better

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    Results

    29

    Test Sequence Bunny: static 3D model Taichi: dynamic 3D video

    Test Results

    Interaction Latency: the less the better Update Latency: for reference DOL: the larger the better

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    Results

    30

    Test Sequence Bunny: static 3D model Taichi: dynamic 3D video

    Test Results

    Interaction Latency: the less the better Update Latency: for reference DOL: the larger the better

    Wednesday, April 20, 2011

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    Summary

    Concepts of cloud gaming Using cloud server to render 3D video games Using low-latency broadband networks to stream

    Major challenges of mobile cloud gaming Interaction latency

    One possible solution to reducing latency Generate reference frames for local image warping

    Performance evaluation for new approaches

    Consider both latency and quality 31Wednesday, April 20, 2011

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    Questions?

    32

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    Double Warping in

    Mobile Cloud Gaming

    33

    v1 v2 v3

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    Challenges of Mobile

    Cloud Gaming

    Bandwidth High-quality video stream: 640x480, 30fps Raw video bandwidth: 640x480x12x30 = 100+Mbps Limited bandwidth (1-2Mbps) available from wireless

    mobile networks

    Compression ratio: 100:1

    34

    0 10 20 30 40 50 600

    1

    2

    3

    4

    5

    6

    7

    8

    9

    10

    Time (s)

    BitRate(M

    bps)

    DownlinkMean