CHOPIN: Scalable Graphics Rendering in Multi-GPU Systems via Parallel Image Composition

Author(s):  
Xiaowei Ren ◽  
Mieszko Lis
2004 ◽  
Vol 30 (2) ◽  
pp. 285-299 ◽  
Author(s):  
Kentaro Sano ◽  
Yusuke Kobayashi ◽  
Tadao Nakamura

2020 ◽  
Author(s):  
Tianxiang Ren ◽  
Lianhui Lin ◽  
Shihui Guo ◽  
Juncong Lin ◽  
Minghong Liao ◽  
...  

Sensors ◽  
2021 ◽  
Vol 21 (4) ◽  
pp. 1387
Author(s):  
Oswaldo Sebastian Peñaherrera-Pulla ◽  
Carlos Baena ◽  
Sergio Fortes ◽  
Eduardo Baena ◽  
Raquel Barco

Cloud Gaming is a cutting-edge paradigm in the video game provision where the graphics rendering and logic are computed in the cloud. This allows a user’s thin client systems with much more limited capabilities to offer a comparable experience with traditional local and online gaming but using reduced hardware requirements. In contrast, this approach stresses the communication networks between the client and the cloud. In this context, it is necessary to know how to configure the network in order to provide service with the best quality. To that end, the present work defines a novel framework for Cloud Gaming performance evaluation. This system is implemented in a real testbed and evaluates the Cloud Gaming approach for different transport networks (Ethernet, WiFi, and LTE (Long Term Evolution)) and scenarios, automating the acquisition of the gaming metrics. From this, the impact on the overall gaming experience is analyzed identifying the main parameters involved in its performance. Hence, the future lines for Cloud Gaming QoE-based (Quality of Experience) optimization are established, this way being of configuration, a trendy paradigm in the new-generation networks, such as 4G and 5G (Fourth and Fifth Generation of Mobile Networks).


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