Cloud Gaming: Understanding the Support From Advanced Virtualization and Hardware
暂无分享,去创建一个
Ryan Shea | Jiangchuan Liu | Di Fu | Jiangchuan Liu | R. Shea | Di Fu
[1] Carlos Reaño,et al. CU2rCU: Towards the complete rCUDA remote GPU virtualization and sharing solution , 2012, 2012 19th International Conference on High Performance Computing.
[2] Michael Welzl,et al. An Evaluation of Tail Loss Recovery Mechanisms for TCP , 2015, CCRV.
[3] Cheng-Hsin Hsu,et al. Quantifying User Satisfaction in Mobile Cloud Games , 2014, MoVid@MMSys.
[4] Han-I Su,et al. Are all games equally cloud-gaming-friendly? An electromyographic approach , 2012, 2012 11th Annual Workshop on Network and Systems Support for Games (NetGames).
[5] Alec Wolman,et al. Demo: DeLorean: using speculation to enable low-latency continuous interaction for mobile cloud gaming , 2014, MobiSys.
[6] Chao Zhang,et al. vGASA: Adaptive Scheduling Algorithm of Virtualized GPU Resource in Cloud Gaming , 2014, IEEE Transactions on Parallel and Distributed Systems.
[7] Gwendal Simon,et al. The brewing storm in cloud gaming: A measurement study on cloud to end-user latency , 2012, 2012 11th Annual Workshop on Network and Systems Support for Games (NetGames).
[8] Filip De Turck,et al. Platform for real-time subjective assessment of interactive multimedia applications , 2014, Multimedia Tools and Applications.
[9] Randy H. Katz,et al. A view of cloud computing , 2010, CACM.
[10] Chin-Laung Lei,et al. Understanding the performance of thin-client gaming , 2011, 2011 IEEE International Workshop Technical Committee on Communications Quality and Reliability (CQR).
[11] Ragnhild Eg,et al. Can gamers detect cloud delay? , 2014, 2014 13th Annual Workshop on Network and Systems Support for Games.
[12] Jeremy Sugerman,et al. GPU virtualization on VMware's hosted I/O architecture , 2008, OPSR.
[13] Lin Shi,et al. vCUDA: GPU accelerated high performance computing in virtual machines , 2009, 2009 IEEE International Symposium on Parallel & Distributed Processing.
[14] Chao-Tung Yang,et al. Using PCI Pass-Through for GPU Virtualization with CUDA , 2012, NPC.
[15] Filip De Turck,et al. A hybrid thin-client protocol for multimedia streaming and interactive gaming applications , 2006, NOSSDAV '06.
[16] Wei Cai,et al. Toward Gaming as a Service , 2014, IEEE Internet Computing.
[17] Tobias Hoßfeld,et al. Gaming in the clouds: QoE and the users' perspective , 2013, Math. Comput. Model..
[18] Gwendal Simon,et al. A hybrid edge-cloud architecture for reducing on-demand gaming latency , 2014, Multimedia Systems.
[19] Mark Claypool,et al. On the performance of OnLive thin client games , 2014, Multimedia Systems.
[20] Yin Wang,et al. VGRIS: Virtualized GPU Resource Isolation and Scheduling in Cloud Gaming , 2013, TACO.
[21] Mohsen Jamali Langroodi,et al. Complexity Aware Encoding of the Motion Compensation Process of the H.264/AVC Video Coding Standard , 2014, NOSSDAV.
[22] Xiaohong Jiang,et al. Analyzing and Modeling the Performance in Xen-Based Virtual Cluster Environment , 2010, 2010 IEEE 12th International Conference on High Performance Computing and Communications (HPCC).
[23] Brian D. Noble,et al. The end-to-end performance effects of parallel TCP sockets on a lossy wide-area network , 2002, Proceedings 16th International Parallel and Distributed Processing Symposium.
[24] Ryan Shea,et al. Cloud gaming: architecture and performance , 2013, IEEE Network.
[25] Shervin Shirmohammadi,et al. Game as video: bit rate reduction through adaptive object encoding , 2013, NOSSDAV '13.
[26] Hua-Jun Hong,et al. Placing Virtual Machines to Optimize Cloud Gaming Experience , 2015, IEEE Transactions on Cloud Computing.
[27] Cheng-Hsin Hsu,et al. GamingAnywhere: an open cloud gaming system , 2013, MMSys.
[28] Ryan Shea,et al. On GPU pass-through performance for cloud gaming: Experiments and analysis , 2013, 2013 12th Annual Workshop on Network and Systems Support for Games (NetGames).
[29] Saverio Niccolini,et al. A closer look at thin-client connections: statistical application identification for QoE detection , 2012, IEEE Communications Magazine.
[30] Jian He,et al. iCloudAccess: Cost-Effective Streaming of Video Games From the Cloud With Low Latency , 2014, IEEE Transactions on Circuits and Systems for Video Technology.
[31] José Alberto Hernández,et al. Dissecting the protocol and network traffic of the OnLive cloud gaming platform , 2014, Multimedia Systems.
[32] Cheng-Hsin Hsu,et al. On the Quality of Service of Cloud Gaming Systems , 2014, IEEE Transactions on Multimedia.