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TRANSCRIPT
Using Graphics Rendering Contexts to Enhance the Real-Time Video Coding
for Mobile Cloud Gaming
Shu Shi †, Cheng-Hsin Hsu ‡, Klara Nahrstedt †, Roy Campbell †
† Dept. of Computer Science University of Illinois at Urbana-Champaign, USA
ACM Multimedia, Scottsdale, Nov 29, 2011
‡ Deutsche Telekom Inc. R&D Lab, USA (Now at NTHU, Taiwan)
Tuesday, November 29, 11
What is Cloud Gaming?
Tuesday, November 29, 11
What is Cloud Gaming?
http://www.wallcoo.net/game/car_race_series/html/wallpaper11.html
Tuesday, November 29, 11
What is Cloud Gaming?
http://www.wallcoo.net/game/car_race_series/html/wallpaper11.html
Tuesday, November 29, 11
What is Cloud Gaming?
BroadbandInternet
Tuesday, November 29, 11
What is Cloud Gaming?
BroadbandInternet
Tuesday, November 29, 11
What is Cloud Gaming?
BroadbandInternet
Mobile Cloud Gaming
Tuesday, November 29, 11
Mobile Cloud Gaming
Rendering Results
RenderingServer
Mobile Client
Wireless Networks
User Interaction
RenderingViewpoint
Control Updates
3D Game Scene Data
Display
Tuesday, November 29, 11
Mobile Cloud Gaming
Tuesday, November 29, 11
Mobile Cloud Gaming
• Research Prototype
• Remote Rendering Games for iPhone
• BZFlag: an open source 3D tank shooting game
Tuesday, November 29, 11
Mobile Cloud Gaming
• Research Prototype
• Remote Rendering Games for iPhone
• BZFlag: an open source 3D tank shooting game
• Demo Video
Tuesday, November 29, 11
Tuesday, November 29, 11
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Benefits
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Benefits
No Need of Powerful Graphics Hardware
Same Game Console 3D Experience
Cross-Platform Solution
Easy Distribution
Prevent Pirating
... ...
Tuesday, November 29, 11
Challenges
Interaction Latency
Tuesday, November 29, 11
Rendering Results
RenderingServer
Mobile Client
Wireless Networks
User Interaction
RenderingViewpoint
Control Updates
3D Game Scene Data
Display
Challenges
Interaction Latency
Tuesday, November 29, 11
Rendering Results
RenderingServer
Mobile Client
Wireless Networks
User Interaction
RenderingViewpoint
Control Updates
3D Game Scene Data
Display
Challenges
Interaction Latency
Tuesday, November 29, 11
Rendering Results
RenderingServer
Mobile Client
Wireless Networks
User Interaction
RenderingViewpoint
Control Updates
3D Game Scene Data
Display
Challenges
Interaction Latency
Tuesday, November 29, 11
Challenges
Interaction Latency
• [Shi10] Shu Shi, Mahsa Kamali, Klara Nahrstedt, John Hart, Roy Campbell. A High-Quality Low-Delay Remote Rendering System for 3D Video. In ACM Multimedia (MM’10)
• [Shi09] Shu Shi, Won Jeon, Klara Nahrstedt, Roy Campbell. Real-Time Remote Rendering of 3D Video for Mobile Devices. In ACM Multimedia (MM’09)
Tuesday, November 29, 11
Challenges
• Interaction Latency
• [Shi10] Shu Shi, Mahsa Kamali, Klara Nahrstedt, John Hart, Roy Campbell. A High-Quality Low-Delay Remote Rendering System for 3D Video. In ACM Multimedia (MM’10)
• [Shi09] Shu Shi, Won Jeon, Klara Nahrstedt, Roy Campbell. Real-Time Remote Rendering of 3D Video for Mobile Devices. In ACM Multimedia (MM’09)
Network Bandwidth
Tuesday, November 29, 11
Network Bandwidth Usage
Mobile Devices
Video Requirements
Raw Bandwidth
320x240 @ 30fps 26.4 Mbps
640x480 @ 30fps 105 Mbps
1280x720 @ 30fps 316 Mbps
Tuesday, November 29, 11
Real-Time Video Coding
Tuesday, November 29, 11
Real-Time Video Coding
• Low Coding Efficiency
• No bi-directional prediction
• Strict encoding deadline
• One-pass rate control
• Low buffer occupancy
• Intra refresh coding
• ... ...
Tuesday, November 29, 11
Real-Time Video Coding
• Low Coding Efficiency
• No bi-directional prediction
• Strict encoding deadline
• One-pass rate control
• Low buffer occupancy
• Intra refresh coding
• ... ...
• How bad is it?
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Real-Time Video Coding
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0 10 20 30 40 50 60012345678910
Time (s)
Bit
Rat
e(M
bps)
DownlinkMean
OnLive Video Bandwidth Usage
Real-Time Video Coding
Tuesday, November 29, 11
0 10 20 30 40 50 60012345678910
Time (s)
Bit
Rat
e(M
bps)
DownlinkMean
OnLive Video Bandwidth Usage
Real-Time Video Coding
Tuesday, November 29, 11
0 1 2 3 4 5 6 6.505
10152025303540455055
Bit Rate (Mbps)Q
ualit
yin
PSN
R(d
B)
40 dB: Excellant Quality
x264 Encoding Performance
0 10 20 30 40 50 60012345678910
Time (s)
Bit
Rat
e(M
bps)
DownlinkMean
OnLive Video Bandwidth Usage
Real-Time Video Coding
40dB: Excellent Quality
Tuesday, November 29, 11
0 1 2 3 4 5 6 6.505
10152025303540455055
Bit Rate (Mbps)Q
ualit
yin
PSN
R(d
B)
40 dB: Excellant Quality
x264 Encoding Performance
0 10 20 30 40 50 60012345678910
Time (s)
Bit
Rat
e(M
bps)
DownlinkMean
OnLive Video Bandwidth Usage
Real-Time Video Coding
40dB: Excellent Quality
Tuesday, November 29, 11
0 1 2 3 4 5 6 6.505
10152025303540455055
Bit Rate (Mbps)Q
ualit
yin
PSN
R(d
B)
40 dB: Excellant Quality
x264 Encoding Performance
0 10 20 30 40 50 60012345678910
Time (s)
Bit
Rat
e(M
bps)
DownlinkMean
OnLive Video Bandwidth Usage
Real-Time Video Coding
6 - 7 times worse!
40dB: Excellent Quality
Tuesday, November 29, 11
Real-Time Video Coding
• Low Coding Efficiency
• No bi-directional prediction
• Strict encoding deadline
• One-pass rate control
• Low buffer occupancy
• Intra refresh coding
• ... ...
Tuesday, November 29, 11
Video Coding Basics
I B B B P B B B P
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Real-Time Video Coding
1
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Real-Time Video Coding
1 2
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Real-Time Video Coding
1 2 3
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Real-Time Video Coding
41 2 3
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Real-Time Video Coding
541 2 3
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Real-Time Video Coding
6541 2 3
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Real-Time Video Coding
76541 2 3
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Real-Time Video Coding
876541 2 3
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Real-Time Video Coding
9876541 2 3
Tuesday, November 29, 11
Real-Time Video Coding
... ...9876541 2 3
Tuesday, November 29, 11
Real-Time Video Coding
... ...9876541 2 3
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Real-Time Video Coding
... ...
• No B Frame!!!
PPPPPPI P P
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Real-Time Video Coding
P ... ...BBBPB1 B B
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Real-Time Video Coding
... ...1 BB B P BBB P
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Real-Time Video Coding
... ...1 BB BP BBBP
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Auxiliary Frame Generation
... ...1 BB B BBBP P
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Auxiliary Frame Generation
... ...1 BB B BBB
P P
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Auxiliary Frame Generation
1
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Auxiliary Frame Generation
1 AUX1
1
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Auxiliary Frame Generation
1 AUX1 2
1 P
1
AUX1
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Auxiliary Frame Generation
31 AUX1 2
1
AUX1
1 P B
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Auxiliary Frame Generation
431 AUX1 2
1 P B
1
AUX1
B
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Auxiliary Frame Generation
5431 AUX1 2
1 P B B
1
AUX1
B
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Auxiliary Frame Generation
65431 AUX1 2
1 P B B B B
1
AUX1
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Auxiliary Frame Generation
AUX25431 AUX1 2
1 P B B B B
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Auxiliary Frame Generation
6AUX25431 AUX1 2
1 P B B B B P
AUX1
AUX2
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Auxiliary Frame Generation
76AUX25431 AUX1 2
1 P B B B B P B
AUX1
AUX2
Tuesday, November 29, 11
Auxiliary Frame Generation
76AUX25431 AUX1 2
1 P B B B B P B
AUX1
AUX2
8
B
... ...
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Auxiliary Frame GenerationAUX AUX
1 P B B B B P B B B B
Tuesday, November 29, 11
Auxiliary Frame GenerationAUX AUX
1 P B B B B P B B B B
Tuesday, November 29, 11
Basics of Video Coding
• Motion Estimation
http://www.cmlab.csie.ntu.edu.tw/cml/dsp/training/coding/motion/me1.html
Tuesday, November 29, 11
Basics of Video Coding
• Search Method and Range
http://www.cs.cmu.edu/~yvchen/projects.html
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3D Image Warping
Tuesday, November 29, 11
3D Image Warping
• Input:
• Image: I1
• Depth: D1
• Viewpoints:
• v1
• v2
v1
v2
Tuesday, November 29, 11
3D Image Warping
• Input:
• Image: I1
• Depth: D1
• Viewpoints:
• v1
• v2
• Output
• Image: I2
v1
v2
Tuesday, November 29, 11
Double Warping
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Double Warping
v1
v2
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Double Warping
v1
v3
v2
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Double Warping
v1
v3
v2
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Double Warping
v1
v3
v2
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Tuesday, November 29, 11
Warping Based Real-Time Video Coding
I P B B B B P B B ... ...B B
AUX1AUX2
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Warping Based Real-Time Video Coding
I P B B B B P B B ... ...B B
AUX1AUX2
Tuesday, November 29, 11
Warping Based Real-Time Video Coding
R R W W W W R W W ... ...W W
AUX1AUX2
Tuesday, November 29, 11
Warping Based Real-Time Video Coding
R R W W W W R W W ... ...W W
AUX1AUX2
Tuesday, November 29, 11
Warping Based Real-Time Video Coding
R R W W W W R W W ... ...W W
AUX1AUX2
Tuesday, November 29, 11
Results
30
32
34
36
38
40
42
44
46
1 1.5 2 2.5 3
Qua
lity
in P
SNR
(dB
)
Bit Rate (Mbps)
Original x264 Encoding with only I/P framesProposed warping based encoding method using auxiliary frames
30
32
34
36
38
40
42
44
46
1 1.5 2 2.5 3Q
ualit
y in
PSN
R (
dB)
Bit Rate (Mbps)
A short sequence of 315 frames
A long sequence of 4072 frames
Tuesday, November 29, 11
Discussion
Tuesday, November 29, 11
Discussion
• Interaction Latency Reduction
Tuesday, November 29, 11
Discussion
• Interaction Latency Reduction
• Limitations
• Only applicable to cloud gaming or other remote rendering applications
• Mostly useful for first person perspective games
• Can’t handle graphical effects well
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Tuesday, November 29, 11
Tuesday, November 29, 11
Discussion
• Interaction Latency Reduction
• Limitations
• Only applicable to cloud gaming or other remote rendering applications
• Mostly useful for first person perspective games
• Can’t handle graphical effects well
• Optimizations
• Integration with x264
Tuesday, November 29, 11
Conclusion
• Reduce video bandwidth for real-time coding in cloud gaming
• Generate auxiliary frames based on camera motion to enable B frame encoding
• Replace search based motion estimation with efficient 3D image warping using depth maps and camera vectors
• Think differently for different applications
Tuesday, November 29, 11
Thank you!
• Acknowledgement
• The work is supported by Deutsche Telekom R&D Lab USA
• Contact Author
• Shu Shi: [email protected]
• Questions?
Tuesday, November 29, 11