Efficient Cloud Gaming Scheme Using Scene Objects Adaptation
Autor: | Ahmad A. Mazhar |
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Rok vydání: | 2020 |
Předmět: |
Scheme (programming language)
Multimedia Computer science business.industry Cloud gaming ComputingMilieux_PERSONALCOMPUTING 020206 networking & telecommunications 02 engineering and technology Content adaptation computer.software_genre Personalization Encoding (memory) Broadband 0202 electrical engineering electronic engineering information engineering 020201 artificial intelligence & image processing The Internet Adaptation (computer science) business computer Cloud Gaming DSIS Content Adaptation H.265 Video Encoding Video Streaming computer.programming_language |
DOI: | 10.5281/zenodo.3737560 |
Popis: | The last decade witnessed wide-spread of internet and on-line gaming. Improving the broadband limitations is considered one of the most important factors that led to this extent. The recently huge usage of internet applications and games also led to grow up more the usage of handhelds and smart phones as well. This improvement of internet speed with the limitations of the smart end devices led to rely more on processing games away from these limited devices to robust processing centers in a technique so-called Cloud Gaming. The growth of players number and game content request new ideas of bit rate reduction of the streaming video of these on-line games. In this paper, a new technique has been proposed to reduce the requirements needed by scene customization encoding with negligible impact on playing quality. |
Databáze: | OpenAIRE |
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