An Architecture Approach for 3D Render Distribution using Mobile Devices in Real Time

Holman Bolívar Barón, J. A. Velandia, J. Torres, Elena Giménez de Ory
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Abstract

Nowadays, video games such as Massively Multiplayer Online Game (MMOG) have become cultural mediators. Mobile games contribute to a large number of downloads and potential benefits in the applications market. Although processing power of mobile devices increases the bandwidth transmission, a poor network connectivity may bottleneck Gaming as a Service (GaaS). In order to enhance performance in digital ecosystem, processing tasks are distributed among thin client devices and robust servers. This research is based on the method �divide and rule�, that is, volumetric surfaces are subdivided using a tree-KD of sequence of scenes in a game, so reducing the surface into small sets of points. Reconstruction efficiency is improved, because the search of data is performed in local and small regions. Processes are modeled through a finite set of states that are built using Hidden Markov Models with domains configured by heuristics. Six test that control the states of each heuristic, including the number of intervals are carried out to validate the proposed model. This validation concludes that the proposed model optimizes response frames per second, in a sequence of interactions.
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一种基于移动设备的实时3D渲染分布体系结构方法
如今,大型多人在线游戏(MMOG)等视频游戏已经成为文化媒介。手机游戏为应用市场带来了大量下载量和潜在收益。虽然移动设备的处理能力增加了带宽传输,但糟糕的网络连接可能会成为游戏即服务(GaaS)的瓶颈。为了提高数字生态系统的性能,处理任务分布在瘦客户端设备和健壮服务器之间。本研究基于“分而治之”方法,即使用游戏中场景序列的tree-KD对体积曲面进行细分,从而将表面减少为小的点集。由于数据搜索是在局部和小区域进行的,因此提高了重构效率。过程通过一组有限的状态进行建模,这些状态是使用隐马尔可夫模型构建的,该模型具有启发式配置的域。通过六个测试来控制每个启发式的状态,包括间隔的数量,以验证所提出的模型。该验证的结论是,在一系列交互中,所提出的模型优化了每秒的响应帧数。
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