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dc.contributor.authorTan, Yu Weien_US
dc.contributor.authorKim-Chan, Louizen_US
dc.contributor.authorHalim, Anthonyen_US
dc.contributor.authorBhojan, Ananden_US
dc.contributor.editorLee, Sung-Hee and Zollmann, Stefanie and Okabe, Makoto and Wünsche, Burkharden_US
dc.date.accessioned2021-10-14T10:05:44Z
dc.date.available2021-10-14T10:05:44Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-162-5
dc.identifier.urihttps://doi.org/10.2312/pg.20211389
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/pg20211389
dc.description.abstractWe introduce a novel distributed rendering approach to generate high-quality graphics in thin-client games and VR applications. Many mobile devices have limited computational power to achieve ray tracing in real-time. Hence, hardware-accelerated cloud servers can perform ray tracing instead and have their output streamed to clients in remote rendering. Applying the approach of distributed hybrid rendering, we leverage the computational capabilities of both the thin client and powerful server by performing rasterization locally while offloading ray tracing to the server. With advancements in 5G technology, the server and client can communicate effectively over the network and work together to produce a high-quality output while maintaining interactive frame rates. Our approach can achieve better visuals as compared to local rendering but faster performance as compared to remote rendering.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectRendering
dc.subjectRay tracing
dc.subjectApplied computing
dc.subjectComputer games
dc.titleCloud-Assisted Hybrid Rendering for Thin-Client Games and VR Applicationsen_US
dc.description.seriesinformationPacific Graphics Short Papers, Posters, and Work-in-Progress Papers
dc.description.sectionheadersWorks-In-Progress and Posters
dc.identifier.doi10.2312/pg.20211389
dc.identifier.pages61-62


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