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학술지 Extracting Graphics Information for Better Video Compression
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저자
홍강운, 류원, 최준균, 임충규
발행일
201508
출처
ETRI Journal, v.37 no.4, pp.743-751
ISSN
1225-6463
출판사
한국전자통신연구원 (ETRI)
DOI
https://dx.doi.org/10.4218/etrij.15.0114.0065
협약과제
13MS1500, Giga Midea 기반 Tele-experience 서비스 SW플랫폼 기술 개발, 최완
초록
Cloud gaming services are heavily dependent on the efficiency of real-Time video streaming technology owing to the limited bandwidths of wire or wireless networks through which consecutive frame images are delivered to gamers. Video compression algorithms typically take advantage of similarities among video frame images or in a single video frame image. This paper presents a method for computing and extracting both graphics information and an object's boundary from consecutive frame images of a game application. The method will allow video compression algorithms to determine the positions and sizes of similar image blocks, which in turn, will help achieve better video compression ratios. The proposed method can be easily implemented using function call interception, a programmable graphics pipeline, and offscreen rendering. It is implemented using the most widely used Direct3D API and applied to a well-known sample application to verify its feasibility and analyze its performance. The proposed method computes various kinds of graphics information with minimal overhead.
키워드
Call interception, Cloud gaming, Depth value, Graphics information, Motion vector, Occlusion map, Off-screen rendering, Programmable shader, Video compression
KSP 제안 키워드
Compression Algorithm, Frame image, Function call interception, Graphics pipeline, Motion Vector(MV), Off-screen, Sample application, Video compression, Wireless network, cloud gaming, compression ratio