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dc.contributor.authorKim, Joohwanen_US
dc.contributor.authorKnowles, Pyarelalen_US
dc.contributor.authorSpjut, Josefen_US
dc.contributor.authorBoudaoud, Benen_US
dc.contributor.authorMcguire, Morganen_US
dc.contributor.editorYuksel, Cem and Membarth, Richard and Zordan, Victoren_US
dc.date.accessioned2020-10-30T18:18:25Z
dc.date.available2020-10-30T18:18:25Z
dc.date.issued2020
dc.identifier.issn2577-6193
dc.identifier.urihttps://doi.org/10.1145/3406187
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1145/3406187
dc.description.abstractEnd-to-end latency in remote-rendering systems can reduce user task performance. This notably includes aiming tasks on game streaming services, which are presently below the standards of competitive first-person desktop gaming.We evaluate the latency-induced penalty on task completion time in a controlled environment and show that it can be significantly mitigated by adopting and modifying image and simulation-warping techniques from virtual reality, eliminating up to 80% of the penalty from 80 ms of added latency. This has potential to enable remote rendering for esports and increase the effectiveness of remote-rendered content creation and robotic teleoperation. We provide full experimental methodology, analysis, implementation details, and source code.en_US
dc.publisherACMen_US
dc.subjectComputing methodologies
dc.subjectImage
dc.subjectbased rendering
dc.subjectDistributed algorithms
dc.subjectSoftware and its engineering
dc.subjectInteractive games
dc.subjectNetworks
dc.subjectNetwork services.
dc.subjectlatency
dc.subjectstreaming
dc.subjectesports
dc.titlePost-RenderWarp with Late Input Sampling Improves Aiming Under High Latency Conditionsen_US
dc.description.seriesinformationProceedings of the ACM on Computer Graphics and Interactive Techniques
dc.description.sectionheadersHigh-Performance Rendering
dc.description.volume3
dc.description.number2
dc.identifier.doi10.1145/3406187


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