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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, ...
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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/8/12/2019 110420Cloud_Gamingfor_ECE498
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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
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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
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http://www.youtube.com/watch?v=t7Me1RDJIXwhttp://www.youtube.com/watch?v=t7Me1RDJIXwhttp://bzflag.org/http://bzflag.org/8/12/2019 110420Cloud_Gamingfor_ECE498
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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
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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
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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
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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.pdf8/12/2019 110420Cloud_Gamingfor_ECE498
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3D Image Warping
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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
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3D Image Warping
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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
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Double Warping
Server sends two depth images per frame to client
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Double Warping
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Double Warping
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Double Warping
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Double Warping
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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
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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
... ......
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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
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Results
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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
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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
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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
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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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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?
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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
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0 10 20 30 40 50 600
1
2
3
4
5
6
7
8
9
10
Time (s)
BitRate(M
bps)
DownlinkMean