Advanced search
1 file | 606.24 KB
Author
Organization
Abstract
Remote rendering of video games for 3DTV becomes a hot topic with the emergence of 3D-enabled mobile devices and cloud-based services. It is however a very challenging task that requires live encoding at very low latency for user interactivity as well as optimal encoding decisions for an acceptable QoE. One key-aspect is that most video games make use of a 3D engine, which is typically accelerated on a GPU, containing information on the composition of the 3D scene and its objects as well as their motion. In this paper, we explore how to extract this information from the GPU and how to exploit it in order to successfully offload the most time-consuming tasks of a multiview video encoder. We show that near-optimal encoding decisions can be taken while minimizing the encoder computational complexity as well as the total delay.
Keywords
Video Streaming, Video Encoding, Multiview Coding, H.264/AVC, Computer Graphics

Downloads

  • (...).pdf
    • full text
    • |
    • UGent only
    • |
    • PDF
    • |
    • 606.24 KB

Citation

Please use this url to cite or link to this publication:

Chicago
Pieters, Bart, Charles Hollemeersch, Jan De Cock, Peter Lambert, Rik Van de Walle, Patrice Rondao Alface, and Christoph Stevens. 2012. “Multiview Video Coding Using Video Game Context Information.” In 2012 IEEE International Conference on Multimedia and Expo Workshops (ICMEW), 1–6. New York, NY, USA: IEEE.
APA
Pieters, Bart, Hollemeersch, C., De Cock, J., Lambert, P., Van de Walle, R., Rondao Alface, P., & Stevens, C. (2012). Multiview video coding using video game context information. 2012 IEEE International conference on multimedia and expo workshops (ICMEW) (pp. 1–6). Presented at the 2012 IEEE International conference on Multimedia and Expo Workshops (ICMEW 2012), New York, NY, USA: IEEE.
Vancouver
1.
Pieters B, Hollemeersch C, De Cock J, Lambert P, Van de Walle R, Rondao Alface P, et al. Multiview video coding using video game context information. 2012 IEEE International conference on multimedia and expo workshops (ICMEW). New York, NY, USA: IEEE; 2012. p. 1–6.
MLA
Pieters, Bart, Charles Hollemeersch, Jan De Cock, et al. “Multiview Video Coding Using Video Game Context Information.” 2012 IEEE International Conference on Multimedia and Expo Workshops (ICMEW). New York, NY, USA: IEEE, 2012. 1–6. Print.
@inproceedings{2974868,
  abstract     = {Remote rendering of video games for 3DTV becomes a hot topic with the emergence of 3D-enabled mobile devices and cloud-based services. It is however a very challenging task that requires live encoding at very low latency for user interactivity as well as optimal encoding decisions for an acceptable QoE. One key-aspect is that most video games make use of a 3D engine, which is typically accelerated on a GPU, containing information on the composition of the 3D scene and its objects as well as their motion. In this paper, we explore how to extract this information from the GPU and how to exploit it in order to successfully offload the most time-consuming tasks of a multiview video encoder. We show that near-optimal encoding decisions can be taken while minimizing the encoder computational complexity as well as the total delay.},
  author       = {Pieters, Bart and Hollemeersch, Charles and De Cock, Jan and Lambert, Peter and Van de Walle, Rik and Rondao Alface, Patrice and Stevens, Christoph},
  booktitle    = {2012 IEEE International conference on multimedia and expo workshops (ICMEW)},
  isbn         = {9780769547299},
  language     = {eng},
  location     = {Melbourne, Australia},
  pages        = {1--6},
  publisher    = {IEEE},
  title        = {Multiview video coding using video game context information},
  url          = {http://dx.doi.org/10.1109/ICMEW.2012.8},
  year         = {2012},
}

Altmetric
View in Altmetric
Web of Science
Times cited: