Motion and scene complexity for streaming video games

Motion and scene complexity for streaming video games
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DOI:
10.1145/1536513.1536529
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发表时间:
2009-04
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影响因子:
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通讯作者:
Mark Claypool
Mark Claypool
中科院分区:
其他
文献类型:
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作者:
Mark Claypool

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这项工作提供了各种视频游戏的运动和场景复杂性的详细测量。新的算法来衡量运动和场景的复杂性,然后应用到超过25个游戏从一系列的游戏类型。运动和场景复杂性的直接比较,传统的视频,突出的差异,以帮助瘦客户端系统更好地执行时,流视频游戏。目前的瘦客户端系统的初步性能测量,评估流媒体视频游戏的运动和场景的复杂性测量的上下文中提供的功效。
This work provides detailed measurements of the motion and scene complexity for a wide variety of video games. Novel algorithms to measure motion and scene complexity are presented and then applied to over twenty-five games from a range of game genres. Direct comparisons of motion and scene complexity are made to traditional video, with differences highlighted in order to help thin client systems perform better when streaming video games. Preliminary performance measurements of current thin client systems are presented, evaluating the efficacy of streaming video games in the context of the motion and scene complexity measurements provided.