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研究生: 王品淳
Wang, Pin-Chun
論文名稱: 利用二維圖像資訊及分散渲染系統打造雲端遊戲平台
Building a Next-Generation Cloud Gaming Platform with Planar Map Streaming and Distributed Rendering
指導教授: 徐正炘
Hsu, Cheng-Hsin
口試委員: 金仲達
King, Chung-Ta
黃俊穎
Huang, Chun-Ying
學位類別: 碩士
Master
系所名稱:
論文出版年: 2017
畢業學年度: 105
語文別: 英文
論文頁數: 39
中文關鍵詞: 雲端遊戲多媒體電腦繪圖
外文關鍵詞: cloud gaming, multimedia, computer graphics
相關次數: 點閱:3下載:0
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  • 本論文為解決現有雲端遊戲平台的限制,提出一個基於二維圖像資 訊(planr map)以及分散式的系統架構作為解。我們將製造二維圖像 的模組基於伺服器以及客戶端的架構做切割,並加以改良以支援雲端 遊戲。本論文更進一步地去優化所需的傳輸頻寬,為此我們為二維圖 像資訊設計一壓縮/解壓縮器,由於二維圖像資訊為一自定義的資料型 別且和遊戲場景有密切相關,該設計是透過實驗數據作為設計決策。 此一設計平台的性能評估顯示其潛力:和x265壓縮器相比,我們的系 統(一)在相同頻寬下達到更高的影像畫質、(二)將運算複雜的步 驟放置在伺服器端(小於1%),並幾乎達到實時、(三)在高畫質的 應用上表現更加優異。本系統可再被加強,如:利用二維圖像資訊的 時間相依性提高壓縮率。


    We propose a new cloud gaming platform to address the limitations of the existing ones. We study the rendering pipeline of 2D planar maps, and convert it into the server and client pipelines. While doing so naturally gives us a distributed rendering platform, which compresses 2D planar maps for transmission has never been studied in the literature. In this thesis, we pro- pose a compression component for 2D planar maps with several parametrized modules, where the optimal parameters are identified through real experi- ments. The resulting cloud gaming platform is evaluated through extensive experiments with diverse game scenes. The evaluation results are promising, compared to the state-of-the-art x265 codec, our platform: (i) achieves bet- ter perceptual video quality, by up to 0.14 in SSIM, (ii) runs fast, where the client pipeline takes ≤ 0.83 ms to render each frame, and (iii) scales well for ultra-high-resolution displays, as we observe no bitrate increase when mov- ing from 720p to 1080p, 2K, and 4K displays. The study can be extended in several directions, e.g., we plan to leverage the temporal redundancy of the 2D planar maps, for even better performance.

    口試委員會審定書 i Acknowledgments ii 中文摘要 iii Abstract iv 1 Introduction 1 1.1 Contributions ................................ 3 1.2 ThesisOrganization............................. 4 2 Background 5 2.1 CloudGaming................................ 5 2.2 PlanarMap ................................. 7 3 Using Planar Map in Cloud Gaming 10 3.1 CoordinateSystems............................. 10 3.2 DataFormat................................. 11 3.3 Efficiency of the Two Coordinate Systems................. 12 3.4 SystemArchitecture............................. 12 4 Compressing Planar Maps 14 4.1 CompressionModules ........................... 14 4.2 ModuleParameterSelection ........................ 15 5 Evaluations 18 5.1 Implementation ............................... 20 5.2 Setup .................................... 22 5.3 Results.................................... 23 6 Related Work 29 6.1 Cloud Gaming Platform........................... 29 6.2 MeshCompression ............................. 30 7 Discussion 32 7.1 Interframe Compression .......................... 32 7.2 Integration with Game Engine ....................... 32 7.3 Holes Filling Issue and UserStudy..................... 33 8 Conclusion 35 Bibliography 36

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