Evaluation of 3D Applications on Mobile Gaming Consoles Using Client-Server Architecture (original) (raw)

Structural Design and Techniques of Client-Server for 3D Visualization on Mobile Devices

Abstract—Scene data is of large amount thus it is not possible to store such data in mobile memory for 3D visualization due to less memory storage of mobile devices. Hence client server plays an important role while the visualization of large amount of complex data on mobile devices, In client server concept clients are nothing but a mobile devices while servers are at remote side which store the actual data and then send it to mobile devices for the visualization with the help of various techniques discuss in this papers.

TECHNICAL ANALYSIS OF REMOTE 3D VISUALIZATION ON MOBILE DEVICES

2012

ABSTRACT Considering the limitations of mobile devices like low bandwidth, less computation power, minimum storage capacity etc it is not possible to store whole data for 3D visualization on mobile devices. Therefore to minimize the load of mobile devices there is use of server in case of remote 3D visualization on mobile devices (clients). For 3D visualization on mobile devices various techniques are used at server side as well as at mobile side for different purpose.

Interactive three-dimensional rendering on mobile computer devices

Advances in Computer Entertainment Technology, 2005

We present a client/server system that is able to display 3D scenes on handheld devices. This kind of devices have important restric- tions of memory and computing power. Therefore, we need to limit the amount of geometry sent by the server to each client. We ex- tract the geometry that is visible for each client and send it. The clients

A real-time remote rendering system for interactive mobile graphics

ACM Transactions on Multimedia Computing, Communications, and Applications, 2012

Mobile devices are gradually changing people's computing behaviors. However, due to the limitations of physical size and power consumption, they are not capable of delivering a 3D graphics rendering experience comparable to desktops. Many applications with intensive graphics rendering workloads are unable to run on mobile platforms directly. This issue can be addressed with the idea of remote rendering: the heavy 3D graphics rendering computation runs on a powerful server and the rendering results are transmitted to the mobile client for display. However, the simple remote rendering solution inevitably suffers from the large interaction latency caused by wireless networks, and is not acceptable for many applications that have very strict latency requirements. In this article, we present an advanced low-latency remote rendering system that assists mobile devices to render interactive 3D graphics in real-time. Our design takes advantage of an image based rendering technique: 3D im...

A Streaming-Based Solution for Remote Visualization of 3D Graphics on Mobile Devices

IEEE Transactions on Visualization and Computer Graphics, 2000

Mobile devices such as Personal Digital Assistants, Tablet PCs, and cellular phones have greatly enhanced user capability to connect to remote resources. Although a large set of applications are now available bridging the gap between desktop and mobile devices, visualization of complex 3D models is still a task hard to accomplish without specialized hardware. This paper proposes a system where a cluster of PCs, equipped with accelerated graphics cards managed by the Chromium software, is able to handle remote visualization sessions based on MPEG video streaming involving complex 3D models. The proposed framework allows mobile devices such as smart phones, Personal Digital Assistants (PDAs), and Tablet PCs to visualize objects consisting of millions of textured polygons and voxels at a frame rate of 30 fps or more depending on hardware resources at the server side and on multimedia capabilities at the client side. The server is able to concurrently manage multiple clients computing a video stream for each one; resolution and quality of each stream is tailored according to screen resolution and bandwidth of the client. The paper investigates in depth issues related to latency time, bit rate and quality of the generated stream, screen resolutions, as well as frames per second displayed.

3D Interaction With and From Handheld Computers

2004

3D user interfaces (3DUI) aim to enhance the user performance of 3D interactive tasks. In this paper we focus on the bridges between 3DUIs and handheld computers, following two directions. First, 3DUIs must be developed for efficient interaction with embedded 3D applications. Second, handheld computers can be useful for distant interaction with large displays in collaborative 3D applications. We propose a new 3 DOF interface for interaction with 3D environments for these two directions. This interface is based on the analysis of the video stream coming from the embedded cameras for bimanual interaction with and from handheld computers.

Platform for Distributed 3D Gaming

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.

The Design of a Graphics Engine for the Development of Virtual Reality Applications

This work presents the design and the features of a flexible realtime 3D graphics engine aimed at the development of multimedia applications and collaborative virtual environments. The engine, called EnCIMA (Engine for Collaborative and Immersive Multimedia Applications), enables a fast development process of applications by providing a high level interface, which has been implemented using the C++ object-oriented programming paradigm. The main features of the proposed engine are the support to scene management, ability to load static and animated 3D models, particle system effects, network connection management to support collaboration, and collision detection. In addition, the engine supports several specialized interaction devices such as 3D mice, haptic devices, 3D motion trackers, data-gloves, and joysticks with and without force feedback. The engine also enables the developer to choose the way the scene should be rendered to, i.e. using standard display devices, stereoscopy, or even several simultaneous projection for spatially immersive devices. As part of the evaluation process, we have compared the performance of EnCIMA to a game engine and two scene graph toolkits, through the use of a testbed application. The performance results and the wide variety of non-conventional interaction devices supported are evidences that EnCIMA can be considered a real time virtual reality engine.

Real-time parallel remote rendering for mobile devices using graphics processing units

2010

Abstract Demand for 3D visualization is increasing in mobile devices as users have come to expect more realistic immersive experiences. However, limited networking and computing resources on mobile devices remain challenges. A solution is to have a proxy-based framework that offloads the burden of rendering computation from mobile devices to more powerful servers.

Gaming platform for running games on low-end devices

Low cost networked consumer electronics (CE) are widely used. Various applications are offered, including IPTV, VoIP, VoD, PVR and games. At the same time the requirements of computer games by means of CPU and graphics performance are continuously growing. 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 such as set top boxes. EU IST Games@Large project is developing a new cross-platform approach for distributed 3D gaming in local networks. It introduces 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 devices that natively lack the power of executing high-quality games.