Low Bit-rate Mobile Cloud Gaming
暂无分享,去创建一个
[1] Marc Levoy. Polygon-assisted JPEG and MPEG compression of synthetic images , 1995, SIGGRAPH.
[2] Alessandro De Gloria,et al. Platform for Distributed 3D Gaming , 2009, Int. J. Comput. Games Technol..
[3] Chau Yuen,et al. Layered Coding for Mobile Cloud Gaming Using Scalable Blinn-Phong Lighting , 2016, IEEE Transactions on Image Processing.
[4] Lu Fang,et al. An Analytical Model for Synthesis Distortion Estimation in 3D Video , 2014, IEEE Transactions on Image Processing.
[5] Anselmo Lastra,et al. An energy model for graphics processing units , 2010, 2010 IEEE International Conference on Computer Design.
[6] Peter Eisert,et al. Low delay streaming of computer graphics , 2008, 2008 15th IEEE International Conference on Image Processing.
[7] Sujit Dey,et al. Adaptive Mobile Cloud Computing to Enable Rich Mobile Multimedia Applications , 2013, IEEE Transactions on Multimedia.
[8] G. Nemhauser,et al. Integer Programming , 2020 .
[9] Chau Yuen,et al. Enabling Adaptive High-Frame-Rate Video Streaming in Mobile Cloud Gaming Applications , 2015, IEEE Transactions on Circuits and Systems for Video Technology.
[10] Edward Angel,et al. Interactive Computer Graphics: A Top-Down Approach Using OpenGL , 1997 .
[11] Chau Yuen,et al. Information-theoretic analysis of Blinn-Phong lighting with applicationto mobile cloud gaming , 2015, 2015 IEEE International Conference on Image Processing (ICIP).
[12] Cheng-Hsin Hsu,et al. Using graphics rendering contexts to enhance the real-time video coding for mobile cloud gaming , 2011, ACM Multimedia.
[13] Daniel Cohen-Or,et al. Deep compression for streaming texture intensive animations , 1999, SIGGRAPH.
[14] Cheng-Hsin Hsu,et al. GamingAnywhere: an open cloud gaming system , 2013, MMSys.
[15] Baining Guo,et al. A novel cloud gaming framework using joint video and graphics streaming , 2014, 2014 IEEE International Conference on Multimedia and Expo (ICME).