9 research outputs found

    Network Traffic Adaptation For Cloud Games

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    With the arrival of cloud technology, game accessibility and ubiquity have a bright future; Games can be hosted in a centralize server and accessed through the Internet by a thin client on a wide variety of devices with modest capabilities: cloud gaming. However, current cloud gaming systems have very strong requirements in terms of network resources, thus reducing the accessibility and ubiquity of cloud games, because devices with little bandwidth and people located in area with limited and unstable network connectivity, cannot take advantage of these cloud services. In this paper we present an adaptation technique inspired by the level of detail (LoD) approach in 3D graphics. It delivers multiple platform accessibility and network adaptability, while improving user's quality of experience (QoE) by reducing the impact of poor and unstable network parameters (delay, packet loss, jitter) on game interactivity. We validate our approach using a prototype game in a controlled environment and characterize the user QoE in a pilot experiment. The results show that the proposed framework provides a significant QoE enhancement

    On the Quality of Service of Cloud Gaming Systems

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    A Performance Comparison of VMware GPU Virtualization Techniques in Cloud Gaming

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    Cloud gaming is an application deployment scenario which runs an interactive gaming application remotely in a cloud according to the commands received from a thin client and streams the scenes as a video sequence back to the client over the Internet, and it is of interest to both research community and industry. The academic community has developed some open-source cloud gaming systems such as GamingAnywhere for research study, while some industrial pioneers such as Onlive and Gaikai have succeeded in gaining a large user base in the cloud gaming market. Graphical Processing Unit (GPU) virtualization plays an important role in such an environment as it is a critical component that allows virtual machines to run 3D applications with performance guarantees. Currently, GPU pass-through and GPU sharing are the two main techniques of GPU virtualization. The former enables a single virtual machine to access a physical GPU directly and exclusively, while the latter makes a physical GPU shareable by multiple virtual machines. VMware Inc., one of the most popular virtualization solution vendors, has provided concrete implementations of GPU pass-through and GPU sharing. In particular, it provides a GPU pass-through solution called Virtual Dedicated Graphics Acceleration (vDGA) and a GPU-sharing solution called Virtual Shared Graphics Acceleration (vSGA). Moreover, VMware Inc. recently claimed it realized another GPU sharing solution called vGPU. Nevertheless, the feasibility and performance of these solutions in cloud gaming has not been studied yet. In this work, an experimental study is conducted to evaluate the feasibility and performance of GPU pass-through and GPU sharing solutions offered by VMware in cloud gaming scenarios. The primary results confirm that vDGA and vGPU techniques can fit the demands of cloud gaming. In particular, these two solutions achieved good performance in the tested graphics card benchmarks, and gained acceptable image quality and response delay for the tested games

    Orchestration and management of application functions over virtualized cloud infrastructures

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    Next-generation networks are expected to provide higher data rates and ultra-low latency in support of demanding applications, such as virtual and augmented reality, robots and drones, etc. To meet these stringent requirements of applications, edge computing constitutes a central piece of the solution architecture wherein functional components of an application can be deployed over the edge network to reduce bandwidth demand over the core network while providing ultra-low latency communication to users. In this thesis, we provide solutions to resource orchestration and management for applications over a virtualized client-edge-server infrastructure. We first investigate the problem of optimal placement of pipelines of application functions (virtual service chains) and the steering of traffic through them, over a multi-technology edge network model consisting of both wired and wireless millimeter-wave (mmWave) links. This problem is NP-hard. We provide a comprehensive “microscopic” binary integer program to model the system, along with a heuristic that is one order of magnitude faster than optimally solving the problem. Extensive evaluations demonstrate the benefits of orchestrating virtual service chains (by distributing them over the edge network) compared to a baseline “middlebox” approach in terms of overall admissible virtual capacity. Next, we look at the problem of finding the optimal configuration parameters, such as memory and CPU, for application functions running as serverless functions, i.e. they run in stateless compute containers that are event-driven, ephemeral, and fully managed by the cloud provider. While serverless computing is a relatively simpler computing model, configuring such parameters correctly while minimizing cost and meeting delay constraints is not trivial. To solve this problem, we present a framework that uses Bayesian Optimization to find the optimal configuration for serverless functions. The framework uses statistical learning techniques to intelligently collect samples with the goal of predicting the cost and execution time of a serverless function across unseen configuration values. Our framework uses the predicted cost and execution time to select the “best” configuration parameters for running a single or a chain of serverless functions (service chains). Evaluations on a commercial cloud provider and a wide range of simulated distributed cloud environments confirm the efficacy of our approach.2021-02-10T00:00:00

    Architectures for ubiquitous 3D on heterogeneous computing platforms

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    Today, a wide scope for 3D graphics applications exists, including domains such as scientific visualization, 3D-enabled web pages, and entertainment. At the same time, the devices and platforms that run and display the applications are more heterogeneous than ever. Display environments range from mobile devices to desktop systems and ultimately to distributed displays that facilitate collaborative interaction. While the capability of the client devices may vary considerably, the visualization experiences running on them should be consistent. The field of application should dictate how and on what devices users access the application, not the technical requirements to realize the 3D output. The goal of this thesis is to examine the diverse challenges involved in providing consistent and scalable visualization experiences to heterogeneous computing platforms and display setups. While we could not address the myriad of possible use cases, we developed a comprehensive set of rendering architectures in the major domains of scientific and medical visualization, web-based 3D applications, and movie virtual production. To provide the required service quality, performance, and scalability for different client devices and displays, our architectures focus on the efficient utilization and combination of the available client, server, and network resources. We present innovative solutions that incorporate methods for hybrid and distributed rendering as well as means to manage data sets and stream rendering results. We establish the browser as a promising platform for accessible and portable visualization services. We collaborated with experts from the medical field and the movie industry to evaluate the usability of our technology in real-world scenarios. The presented architectures achieve a wide coverage of display and rendering setups and at the same time share major components and concepts. Thus, they build a strong foundation for a unified system that supports a variety of use cases.Heutzutage existiert ein großer Anwendungsbereich fĂŒr 3D-Grafikapplikationen wie wissenschaftliche Visualisierungen, 3D-Inhalte in Webseiten, und Unterhaltungssoftware. Gleichzeitig sind die GerĂ€te und Plattformen, welche die Anwendungen ausfĂŒhren und anzeigen, heterogener als je zuvor. AnzeigegerĂ€te reichen von mobilen GerĂ€ten zu Desktop-Systemen bis hin zu verteilten Bildschirmumgebungen, die eine kollaborative Anwendung begĂŒnstigen. WĂ€hrend die LeistungsfĂ€higkeit der GerĂ€te stark schwanken kann, sollten die dort laufenden Visualisierungen konsistent sein. Das Anwendungsfeld sollte bestimmen, wie und auf welchem GerĂ€t Benutzer auf die Anwendung zugreifen, nicht die technischen Voraussetzungen zur Erzeugung der 3D-Grafik. Das Ziel dieser Thesis ist es, die diversen Herausforderungen zu untersuchen, die bei der Bereitstellung von konsistenten und skalierbaren Visualisierungsanwendungen auf heterogenen Plattformen eine Rolle spielen. WĂ€hrend wir nicht die Vielzahl an möglichen AnwendungsfĂ€llen abdecken konnten, haben wir eine reprĂ€sentative Auswahl an Rendering-Architekturen in den Kernbereichen wissenschaftliche Visualisierung, web-basierte 3D-Anwendungen, und virtuelle Filmproduktion entwickelt. Um die geforderte QualitĂ€t, Leistung, und Skalierbarkeit fĂŒr verschiedene Client-GerĂ€te und -Anzeigen zu gewĂ€hrleisten, fokussieren sich unsere Architekturen auf die effiziente Nutzung und Kombination der verfĂŒgbaren Client-, Server-, und Netzwerkressourcen. Wir prĂ€sentieren innovative Lösungen, die hybrides und verteiltes Rendering als auch das Verwalten der DatensĂ€tze und Streaming der 3D-Ausgabe umfassen. Wir etablieren den Web-Browser als vielversprechende Plattform fĂŒr zugĂ€ngliche und portierbare Visualisierungsdienste. Um die Verwendbarkeit unserer Technologie in realitĂ€tsnahen Szenarien zu testen, haben wir mit Experten aus der Medizin und Filmindustrie zusammengearbeitet. Unsere Architekturen erreichen eine umfassende Abdeckung von Anzeige- und Rendering-Szenarien und teilen sich gleichzeitig wesentliche Komponenten und Konzepte. Sie bilden daher eine starke Grundlage fĂŒr ein einheitliches System, das eine Vielzahl an AnwendungsfĂ€llen unterstĂŒtzt

    Platform for Distributed 3D Gaming

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    Video games are typically executed on Windows platforms with DirectX API and require high performance CPUs and graphics hardware. For pervasive gaming in various environments like at home, hotels, or internet cafes, it is beneficial to run games also on mobile devices and modest performance CE devices avoiding the necessity of placing a noisy workstation in the living room or costly computers/consoles in each room of a hotel. This paper presents a new cross-platform approach for distributed 3D gaming in wired/wireless local networks. We introduce the novel system architecture and protocols used to transfer the game graphics data across the network to end devices. Simultaneous execution of video games on a central server and a novel streaming approach of the 3D graphics output to multiple end devices enable the access of games on low cost set top boxes and handheld devices that natively lack the power of executing a game with high-quality graphical output
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