Proceedings of the 4th ACM Multimedia Systems Conference 2013
DOI: 10.1145/2483977.2483978
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Energy-budget-compliant adaptive 3D texture streaming in mobile games

Abstract: Advances in computing hardware and multimedia applications have spurred the development of mobile devices such as smartphones and PDAs. Amongst the most used applications on handheld devices are mobile 3D graphics such as 3D games and virtual environments. With this significant increase of mobile applications, one of the challenges is how to efficiently transmit the bulky 3D information to resource-constrained mobile devices. They impose significant demands on the limited battery capacity of mobile devices. Th… Show more

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Cited by 19 publications
(19 citation statements)
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“…A large body of work have proposed prioritized approaches for a differentiated transmission service among contents of various priorities. For example in [18], and [23] the authors adopted prioritization techniques towards the study of efficiently transmitting 3D contents to resource-limited devices given the importance of various objects in the gaming context. The authors in [24] applied the concept of prioritization on a multi-user teleconference room equipped with a static camera capturing the whole room.…”
Section: B Prioritized and Criticality-aware Adaptationsmentioning
confidence: 99%
“…A large body of work have proposed prioritized approaches for a differentiated transmission service among contents of various priorities. For example in [18], and [23] the authors adopted prioritization techniques towards the study of efficiently transmitting 3D contents to resource-limited devices given the importance of various objects in the gaming context. The authors in [24] applied the concept of prioritization on a multi-user teleconference room equipped with a static camera capturing the whole room.…”
Section: B Prioritized and Criticality-aware Adaptationsmentioning
confidence: 99%
“…Our other experimental results show similar trends. Figure 3 shows the experimental results for the total quality achieved using our three adaptation algorithms.We used two different triples (p0, p1, p2) of first-level and second-level priorities relative to p0, (1,2,2) and (1,3,3), to differentiate the priorities of streams in different classes. We set p0 = 1 to normalize the priorities.…”
Section: Discussionmentioning
confidence: 99%
“…Hosseini et al [4,3] adopted priority-based approaches towards the study of efficiently transmitting, rendering, and displaying bulky 3D gaming information to power-limited devices given the importance of different 3D objects in the gaming context. Also in the context of telepresense, DeVincenzi et al [2], applied the concept on an intelligent teleconference room accommodating multiple users, which is equipped with a fixed camera capturing the whole room.…”
Section: Prioritized Multimedia Streamingmentioning
confidence: 99%
“…Game objects adaptation approaches include adapting their elements such as textures and lighting effects that are more bandwidth and rendering computation expensive, by taking into consideration the object importance and bandwidth restrictions [19]. On the same idea multimedia stream adaptation can be done for example by encoding different areas of a frame corresponding to game elements at different quality [20].…”
Section: Related Workmentioning
confidence: 99%