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A hybrid remote rendering method for mobile applications

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Abstract

We present a hybrid remote rendering method for applications on mobile devices. In our remote rendering approach, we adopt a client-server model, where the server is responsible for rendering high-fidelity models, encoding the rendering results and sending them to the client, while the client renders low-fidelity models and overlays the high-fidelity frames received from the server on its rendering results. With this configuration, we are able to minimize the bandwidth requirements and interaction latency, since only key models are rendered in high-fidelity mode. We perform a quantitive analysis on the effectiveness of our method. Moreover, we conduct a user study on the subjective and objective effects of our method on the user experience. The results show that key model fidelity has a significant influence on the objective difficulty, while interaction latency plays an important role in the subjective difficulty. The results of the user study show how our method can benefit the users while minimizing resource requirements.

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Notes

  1. http://onlive.com

  2. https://www.nvidia.com/en-us/geforce/products/geforce-now/

  3. https://www.playstation.com/en-ca/explore/playstationnow/

  4. http://gaminganywhere.org

  5. https://www.ffmpeg.org

  6. http://store.steampowered.com/streaming/

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Correspondence to Jochen Lang.

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Sun, L., Osman, H.A. & Lang, J. A hybrid remote rendering method for mobile applications. Multimed Tools Appl 79, 3333–3358 (2020). https://doi.org/10.1007/s11042-019-7306-0

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