Extracting Graphics information for Better Video Compression

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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 garners. 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 off-screen 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.
Publisher
ELECTRONICS TELECOMMUNICATIONS RESEARCH INST
Issue Date
2015
Language
English
Article Type
Article
Citation

ETRI JOURNAL, v.37, no.4, pp.743 - 751

ISSN
1225-6463
DOI
10.4218/etrij.15.0114.0065
URI
http://hdl.handle.net/10203/203509
Appears in Collection
EE-Journal Papers(저널논문)
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