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Content-aware video encoding for cloud gaming

Published: 18 June 2019 Publication History

Abstract

Cloud gaming allows users with thin-clients to play complex games on their end devices as the bulk of processing is offloaded to remote servers. A thin-client is only required to have basic decoding capabilities which exist on most modern devices. The result of the remote processing is an encoded video that gets streamed to the client. As modern games are complex in terms of graphics and motion, the encoded video requires high bandwidth to provide acceptable Quality of Experience (QoE) to end users. The cost incurred by the cloud gaming service provider to stream the encoded video at such high bandwidth grows rapidly with the increase in the number of users. In this paper, we present a content-aware video encoding method for cloud gaming (referred to as CAVE) to improve the perceptual quality of the streamed video frames with comparable bandwidth requirements. This is a challenging task because of the stringent requirements on latency in cloud gaming, which impose additional restrictions on frame sizes as well as processing time to limit the total latency perceived by clients. Unlike many of the previous works, the proposed method is suitable for the state-of-the-art High Efficiency Video Coding (HEVC) encoder, which by itself offers substantial bitrate savings compared to prior encoders. The proposed method leverages information from the game such as the Regions-of-Interest (ROIs), and optimizes the quality by allocating different amounts of bits to various areas in the video frames. Through actual implementation in an open-source cloud gaming platform, we show that the proposed method achieves quality gains in ROIs that can be translated to bitrate savings between 21% and 46% against the baseline HEVC encoder and between 12% and 89% against the closest work in the literature.

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  • (2025)Enhanced neural video compression for cloud gaming videos with aligned frame generationExpert Systems with Applications10.1016/j.eswa.2024.125535261(125535)Online publication date: Feb-2025
  • (2024)Traffic Reduction for Speculative Video Transmission in Cloud Gaming SystemsIEICE Transactions on Communications10.23919/transcom.2023EBP3108E107-B:5(408-418)Online publication date: May-2024
  • (2024)Improving Resource and Energy Efficiency for Cloud 3D through Excessive Rendering ReductionProceedings of the Nineteenth European Conference on Computer Systems10.1145/3627703.3650064(317-332)Online publication date: 22-Apr-2024
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cover image ACM Conferences
MMSys '19: Proceedings of the 10th ACM Multimedia Systems Conference
June 2019
374 pages
ISBN:9781450362979
DOI:10.1145/3304109
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 18 June 2019

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  1. cloud gaming
  2. content-based encoding
  3. video streaming

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MMSys '19
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MMSys '19: 10th ACM Multimedia Systems Conference
June 18 - 21, 2019
Massachusetts, Amherst

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MMSys '19 Paper Acceptance Rate 40 of 82 submissions, 49%;
Overall Acceptance Rate 176 of 530 submissions, 33%

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Cited By

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  • (2025)Enhanced neural video compression for cloud gaming videos with aligned frame generationExpert Systems with Applications10.1016/j.eswa.2024.125535261(125535)Online publication date: Feb-2025
  • (2024)Traffic Reduction for Speculative Video Transmission in Cloud Gaming SystemsIEICE Transactions on Communications10.23919/transcom.2023EBP3108E107-B:5(408-418)Online publication date: May-2024
  • (2024)Improving Resource and Energy Efficiency for Cloud 3D through Excessive Rendering ReductionProceedings of the Nineteenth European Conference on Computer Systems10.1145/3627703.3650064(317-332)Online publication date: 22-Apr-2024
  • (2024)GameStreamSR: Enabling Neural-Augmented Game Streaming on Commodity Mobile Platforms2024 ACM/IEEE 51st Annual International Symposium on Computer Architecture (ISCA)10.1109/ISCA59077.2024.00097(1309-1322)Online publication date: 29-Jun-2024
  • (2024)Coding Optimization for Cloud Gaming Videos Based on Three-dimensional Image Warping2024 Data Compression Conference (DCC)10.1109/DCC58796.2024.00050(422-431)Online publication date: 19-Mar-2024
  • (2024)Adaptive Render-Video Streaming for Virtual Environments2024 IEEE/CVF Conference on Computer Vision and Pattern Recognition Workshops (CVPRW)10.1109/CVPRW63382.2024.00583(5742-5751)Online publication date: 17-Jun-2024
  • (2024)Cloud media video encoding: review and challengesMultimedia Tools and Applications10.1007/s11042-024-18763-283:34(81231-81278)Online publication date: 9-Mar-2024
  • (2023)Enhancing Video Encoding for Cloud Virtual Reality Gaming Based on User Types2023 IEEE International Conference on Visual Communications and Image Processing (VCIP)10.1109/VCIP59821.2023.10402717(1-5)Online publication date: 4-Dec-2023
  • (2023)Cloud Game Video Coding Based On Human Eye Fixation Point2023 IEEE 25th International Workshop on Multimedia Signal Processing (MMSP)10.1109/MMSP59012.2023.10337719(1-6)Online publication date: 27-Sep-2023
  • (2022)An architecture for multi-layer object coding in 2D game streaming using shared data in a multi-user environmentEntertainment Computing10.1016/j.entcom.2022.10049042(100490)Online publication date: May-2022
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