skip to main content
survey

A Survey of Interactive Remote Rendering Systems

Published: 26 May 2015 Publication History

Abstract

Remote rendering means rendering 3D graphics on a computing device and displaying the results on another computing device connected through a network. The concept was originally developed for sharing computing resources remotely. It has been receiving increasing attention from researchers in both academia and industry in recent years due to the proliferation of cloud computing and mobile devices. In this article, we survey the interactive remote rendering systems proposed in the literature, analyze how to improve the state of the art, and summarize the related technologies. The readers of this article will understand the history of remote rendering systems and obtain some inspirations of the future research directions in this area.

References

[1]
S. Abolfazli, Z. Sanaei, E. Ahmed, A. Gani, and R. Buyya. 2014. Cloud-based augmentation for mobile devices: Motivation, taxonomies, and open challenges. IEEE Commun. Surv. Tutorials, 16, 1 (1st Quarter 2014), 337--368.
[2]
G. AlRegib and Y. Altunbasak. 2005. 3TP: An application-layer protocol for streaming 3-D models. IEEE Trans. Multimedia 7, 6 (2005), 1149--1156.
[3]
Apple. 2009. CGL Reference. http://developer.apple.com/library/mac/documentation/Graphics Imaging/Reference/CGL_OpenGL/CGL_OpenGL.pdf. (2009).
[4]
P. Bao and D. Gourlay. 2004. Remote walkthrough over mobile networks using 3-D image warping and streaming. IEEE Proceedings on Vision, Image and Signal Processing, 151, 4 (Aug. 2004), 329--336.
[5]
R. A. Baratto, L. N. Kim, and J. Nieh. 2005. THINC: A virtual display architecture for thin-client computing. In Proceedings of the20th ACM Symposium on Operating Systems Principles (SOSP’05). ACM, New York, NY, 277--290.
[6]
U. Bayazit. 1999. Macroblock data classification and nonlinear bit count estimation for low delay H.263 rate control. In Proceedings of the IEEE International Conference on Image Processing (ICIP’99). 263--267.
[7]
D. Beermann and G. Humphreys. 2003. Visual Computing in the Future: Computer Graphics as a Remote Service. Technical Report CS-2003-16 25. University of Virginia, Computer Science Department, University of Virginia.
[8]
T. Beigbeder, R. Coughlan, C. Lusher, J. Plunkett, E. Agu, and M. Claypool. 2004. The effects of loss and latency on user performance in unreal tournament 2003. In Proceedings of NetGames’04. 144--151.
[9]
BerliOS. 2008. FreeNX-NX Components. Retrieved from http://openfacts2.berlios.de/wikien/index.php/Berlios Project:FreeNX - NX Components.
[10]
W. Bethel. 2000. Visapult: A prototype remote and distributed visualization application and framework. In Proceedings of the SIGGRAPH Annual Conference (SIGGRAPH’00).
[11]
P. Bhaniramka, P. C. D. Robert, and S. Eilemann. 2005. OpenGL multipipe SDK: A toolkit for scalable parallel rendering. In Visualization 2005 (VIS’05). IEEE, 119--126.
[12]
A. Boukerche and R. W. N. Pazzi. 2006. Remote rendering and streaming of progressive panoramas for mobile devices. In Proceedings of the 14th Annual ACM International Conference on Multimedia (MULTIMEDIA’06). ACM, New York, NY, 691--694.
[13]
G. Campbell, T. A. DeFanti, J. Frederiksen, S. A. Joyce, and L. A. Leske. 1986. Two bit/pixel full color encoding. SIGGRAPH Comput. Graph. 20, 4 (Aug. 1986), 215--223.
[14]
A. Cedilnik, B. Geveci, K. Moreland, J. Ahrens, and J. Favre. 2006. Remote large data visualization in the paraview framework. In Proceedings of the 6th Eurographics Conference on Parallel Graphics and Visualization (EG PGV’06). Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, 163--170.
[15]
B.-B. Chai, S. Sethuraman, and H. S. Sawhney. 2002. A depth map representation for real-time transmission and view-based rendering of a dynamic 3D scene. In Proceedings of the 1st International Symposium on 3D Data Processing Visualization and Transmission. 107--114.
[16]
A. Chan, R. W. H. Lau, and B. Ng. 2001. A hybrid motion prediction method for caching and prefetching in distributed virtual environments. In VRST. 135--142.
[17]
C.-F. Chang and S.-H. Ger. 2002. Enhancing 3D graphics on mobile devices by image-based rendering. In Proceedings of the 3rd IEEE Pacific Rim Conference on Multimedia: Advances in Multimedia Information Processing (PCM’02). Springer-Verlag, London, UK, 1105--1111. http://portal.acm.org/citation.cfm?id=648110.748578
[18]
J. Chen, I. Yoon, and W. Bethel. 2008. Interactive, internet delivery of visualization via structured prerendered multiresolution imagery. IEEE Trans. Vis. Comput. Graph. 14, 2 (2008), 302--312.
[19]
K.-T. Chen, Y.-C. Chang, H.-J. Hsu, D.-Y. Chen, C.-Y. Huang, and C.-H. Hsu. 2014. On the quality of service of cloud gaming systems. IEEE Trans. Multimedia 16, 2 (Feb. 2014), 480--495.
[20]
S. E. Chen. 1995. QuickTime VR: An image-based approach to virtual environment navigation. In Proceedings of the 22nd Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH’95). ACM, New York, NY, 29--38.
[21]
X. Cheng, L. Sun, and S. Yang. 2007. A multi-view video coding approach using layered depth image. In Proceedings of the IEEE 9th Workshop on Multimedia Signal Processing (MMSP’07). 143--146.
[22]
S. Chikkerur, V. Sundaram, M. Reisslein, and L. J. Karam. 2011. Objective video quality assessment methods: A classification, review, and performance comparison. IEEE Trans. Broad. 57, 2 (June 2011), 165--182.
[23]
M. Claypool, D. Finkel, A. Grant, and M. Solano. 2012. Thin to win? Network performance analysis of the OnLive thin client game system. In Proceedings of the ACM Workshop on Network and Systems Support for Games (NetGames’12). 1--6.
[24]
D. Cohen-Or, Y. L. Chrysanthou, C. T. Silva, and F. Durand. 2003. A survey of visibility for walkthrough applications. IEEE Trans. Visual. Comput. Graphics 9, 3 (2003), 412--431.
[25]
D. Cohen-Or, Y. Mann, and S. Fleishman. 1999. Deep compression for streaming texture intensive animations. In Proceedings of the 26th Annual Conference on Computer Graphics and Iinteractive Techniques. ACM Press/Addison-Wesley, New York, NY, 261--267.
[26]
D. R. Commander. 2007. VirtualGL: 3D Without Boundaries The VirtualGL Project. Retrieved from http://www.virtualgl.org/.
[27]
B. C. Cumberland, G. Carius, and A. Muir. 1999. Microsoft Windows NT server 4.0 terminal server edition technical reference. Microsoft Press.
[28]
B. D’Amora and F. Bernardini. 2003. Pervasive 3D viewing for product data management. IEEE Comput. Graph. Appl. 23, 2 (March 2003), 14--19.
[29]
M. Deering. 1995. Geometry compression. In Proceedings of the 22nd Annual Conference on Computer Graphics and Interactive Techniques (SIGGRATH’95). 13--20.
[30]
T. A. DeFanti, D. Acevedo, R. A. Ainsworth, M. D. Brown, S. Cutchin, G. Dawe, K.-U. Doerr, A. Johnson, C. Knox, R. Kooima, F. Kuester, J. Leigh, L. Long, P. Otto, V. Petrovic, K. Ponto, A. Prudhomme, R. Rao, L. Renambot, D. J. Sandin, J. P. Schulze, L. Smarr, M. Srinivasan, P. Weber, and G. Wickham. 2011. The future of the CAVE. Cent. Eur. J. Eng. 1, 1 (2011), 16--37.
[31]
L. De Floriani and P. Magillo. 2002. Multiresolution mesh representation: Models and data structures. Tutorials on Multiresolution in Geometric Modelling (2002), 363--418.
[32]
D. De Winter, P. Simoens, L. Deboosere, F. De Turck, J. Moreau, B. Dhoedt, and P. Demeester. 2006. A hybrid thin-client protocol for multimedia streaming and interactive gaming applications. In Proceedings of the 2006 International Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV’06). ACM, New York, NY, Article 15, 6 pages.
[33]
M. Dharmapurikar. 2013a. Method and mechanism for efficiently delivering visual data across a network. (Aug. 1 2013). US Patent App. 13/558,163. https://www.google.com/patents/US20130198794.
[34]
M. Dharmapurikar. 2013b. Method and mechanism for performing both server-side and client-side rendering of visual data. (Jan. 17 2013) US Patent App. 13/349,422. Retrieved from https://www.google.com/patents/US20130016107.
[35]
J. Diepstraten, M. Gorke, and T. Ertl. 2004. Remote line rendering for mobile devices. In Proceedings of Computer Graphics International. IEEE, 454--461.
[36]
H. T. Dinh, C. Lee, D. Niyato, and P. Wang. 2011. A survey of mobile cloud computing: Architecture, applications, and approaches. Wireless Commun. and Mobile Comput. 13, 18 (Dec. 2013), 1587--1611.
[37]
Q. Du and J. E. Fowler. 2007. Hyperspectral image compression using JPEG2000 and principal component analysis. IEEE Geosci. Remote Sens. Lett. 4, 2 (April 2007), 201--205.
[38]
J. Duan and J. Li. 2003. Compression of the layered depth image. IEEE Trans. Image Process. 12, 3 (March 2003), 365--372.
[39]
F. Duguet and G. Drettakis. 2004. Flexible point-based rendering on mobile devices. IEEE Comput. Graph. Appl. 24, 4 (July 2004), 57--63.
[40]
O. Egger, W. Li, and M. Kunt. 1995. High compression image coding using an adaptive morphological subband decomposition. Proc. IEEE 83, 2 (Feb. 1995), 272--287.
[41]
S. Eilemann, M. Makhinya, and R. Pajarola. 2009. Equalizer: A scalable parallel rendering framework. IEEE Trans. Visual. Comput. Graphics 15, 3 (May 2009), 436--452.
[42]
P. Eisert and P. Fechteler. 2008. Low delay streaming of computer graphics. In 15th IEEE International Conference on Image Processing (ICIP 2008). 2704--2707.
[43]
K. Engel, T. Ertl, P. Hastreiter, B. Tomandl, and K. Eberhardt. 2000. Combining local and remote visualization techniques for interactive volume rendering in medical applications. In Proceedings of the Conference on Visualization (VIS’00). IEEE Computer Society Press, Los Alamitos, CA, 449--452. http://portal.acm.org/citation.cfm?id=375213.375294
[44]
T. A. Funkhouser. 1995. RING: A client-server system for multi-user virtual environments. In Proceedings of the 1995 Symposium on Interactive 3D Graphics (I3D’95). ACM, New York, NY, 85--ff.
[45]
J. Gailly. 1992. The gzip Home Page. Retrieved from http://www.gzip.org.
[46]
J. Garrett-Glaser. 2010. ×264: The Best Low-Latency Video Streaming Platform in the World. Retrieved from http://x264dev.multimedia.cx/archives/249.
[47]
S. Gumhold, S. Guthe, and W. Straßer. 1999. Tetrahedral mesh compression with the cut-border machine. In Proceedings of the Conference on Visualization (VIS’99). 51--58.
[48]
S. Gumhold and W. Straßer. 1998. Real time compression of triangle mesh connectivity. In Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRATH’98). Orlando, FL, 133--140.
[49]
B. Han, D. Wu, and H. Zhang. 2010. Block-based method for real-time compound video compression. In Proceedings of the SPIE Security and Applications of Mobile Multimedia/Image Processing.
[50]
H.-C. Hege, A. Merzky, and S. Zachow. 2000. Distributed Visualization with OpenGL Vizserver: Practical Experiences. Technical Report 00-31. ZIB, Takustr. 7, 14195 Berlin.
[51]
R. Herzog, S. Kinuwaki, K. Myszkowski, and H. P. Seidel. 2008. Render2MPEG: A perception-based framework towards integrating rendering and video compression. In Computer Graphics Forum, Vol. 27. Wiley Online Library, 183--192.
[52]
G. Hesina and D. Schmalstieg. 1998. A network architecture for remote rendering. In DIS-RT. IEEE Computer Society, 88--91.
[53]
H. Hoppe. 1996. Progressive meshes. In Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH’96). ACM, New York, NY, 99--108.
[54]
HP. 2006. Remote Graphics Software. Retrieved from http://h20331.www2.hp.com/hpsub/cache/286504-0-0-225-121.html.
[55]
C. Huang, C. Hsu, Y. Chang, and K. Chen. 2013. GamingAnywhere: An open cloud gaming system. In Proceedings of the ACM Multimedia Systems Conference (MMSys’13).
[56]
J. Huang, F. Qian, A. Gerber, Z. M. Mao, S. Sen, and O. Spatscheck. 2012. A close examination of performance and power characteristics of 4G LTE networks. In Proceedings of the 10th International Conference on Mobile Systems, Applications, and Services. ACM, New York, NY, 225--238.
[57]
T. C. Hudson and W. R. Mark. 1999. Multiple Image Warping for Remote Display of Rendered Images. Technical Report. Chapel Hill, NC.
[58]
G. Humphreys, M. Eldridge, I. Buck, G. Stoll, M. Everett, and P. Hanrahan. 2001. WireGL: A scalable graphics system for clusters. In Proceedings of the 28th Annual Conference on Computer graphics and Interactive Techniques (SIGGRAPH’01). ACM, New York, NY, 129--140.
[59]
G. Humphreys, M. Houston, R. Ng, R. Frank, S. Ahern, P. D. Kirchner, and J. T. Klosowski. 2002. Chromium: A stream-processing framework for interactive rendering on clusters. ACM Trans. Graph. 21, 3 (July 2002), 693--702.
[60]
A. Ikonomopoulos and M. Kunt. 1985. High compression image coding via directional filtering. Elsevier Signal Process. 8, 2 (April 1985), 179--203.
[61]
A. Jurgelionis, P. Fechteler, P. Eisert, F. Bellotti, H. David, J. P. Laulajainen, R. Carmichael, V. Poulopoulos, A. Laikari, P. Perälä, A. De Gloria, and C. Bouras. 2009. Platform for distributed 3D gaming. Int. J. Comput. Games Technol. 2009, Article 1 (Jan. 2009), 15 pages.
[62]
Z. Karni and C. Gotsman. 2000. Spectral compression of mesh geometry. In Proceedings of the 22nd Annual Conference on Computer Graphics and Interactive Techniques (SIGGRATH’00). 279--286.
[63]
D. Koller, M. Turitzin, M. Levoy, M. Tarini, G. Croccia, P. Cignoni, and R. Scopigno. 2004. Protected interactive 3D graphics via remote rendering. ACM Trans. Graph. 23, 3 (August 2004), 695--703.
[64]
R. Krishnamurthy, B. Chai, H. Tao, and S. Sethuraman. 2001. Compression and transmission of depth maps for image-based rendering. In Proceedings of the IEEE International Conference on Image Processing (ICIP’01). 828--831.
[65]
S.-U. Kum and K. Mayer-Patel. 2005. Real-time multidepth stream compression. ACM Trans. Multimedia Comput. Commun. Appl. 1, 2 (May 2005), 128--150.
[66]
M. Kunt, M. Benard, and R. Leonardi. 1987. Recent results in high-compression image coding. IEEE Trans. Circuits Syst. 34, 11 (Nov. 1987), 1306--1336.
[67]
A. M. Lai and J. Nieh. 2006. On the performance of wide-area thin-client computing. ACM Trans. Comput. Syst. 24, 2 (May 2006), 175--209.
[68]
F. Lamberti and A. Sanna. 2007. A streaming-based solution for remote visualization of 3D graphics on mobile devices. IEEE Trans. Vis. Comput. Graph. 13, 2 (2007), 247--260.
[69]
F. Lamberti, C. Zunino, A. Sanna, F. Antonino, and M. Maniezzo. 2003. An accelerated remote graphics architecture for PDAS. In Proceedings of the 8th International Conference on 3D Web Technology (Web3D’03). ACM, New York, NY, 55--ff.
[70]
C. Lan, G. Shi, and F. Wu. 2010. Compress compound images in H.264/MPGE-4 AVC by exploiting spatial correlation. IEEE Trans. Image Process. 19, 4 (April 2010), 946--957.
[71]
S. Lazem, M. Elteir, A. Abdel-Hamid, and D. Gracanm. 2007. Prediction-based prefetching for remote rendering streaming in mobile virtual environments. In Proceedings of the 2007 IEEE International Symposium on Signal Processing and Information Technology. IEEE, 760--765.
[72]
Y. Lee and B. Song. 2008. An intra-frame rate control algorithm for ultra low delay H.264/AVC coding. In Proceedings of ICASSP’08. 1041--1044.
[73]
P. Karlton, P. Womack, and J. Leech. 2005. OpenGL Graphics with the X Window System (Version 1.4). Retrieved from http://www.opengl.org/documentation/specs/.
[74]
M. Levoy. 1995. Polygon-assisted JPEG and MPEG compression of synthetic images. In Proceedings of the 22nd Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH’95). ACM, New York, NY, 21--28.
[75]
B. Li, Z. Wang, J. Liu, and W. Zhu. 2013. Two decades of internet video streaming: A retrospective view. ACM Trans. Multimedia Comput. Commun. Appl. 9, 1s, Article 33 (Oct. 2013), 20 pages.
[76]
J. Li and C. Kuo. 1998. A dual graph approach to 3D triangular mesh compression. In Proceedings of the International Conference on Image Processing (ICIP’98). 891--894.
[77]
M. Li, A. Schmitz, and L. Kobbelt. 2011. Pseudo-immersive real-time display of 3D scenes on mobile devices. In Proceedings of the 2011 International Conference on 3D Imaging, Modeling, Processing, Visualization and Transmission (3DIMPVT’11). IEEE, 41--48.
[78]
T. Lin and P. Hao. 2005. Compound image compression for real-time computer screen image transmission. IEEE Trans. Image Process. 14, 8 (Aug. 2005), 993--1005.
[79]
Y. Liu, Z. Li, and Y. Soh. 2007. A novel rate control scheme for low delay video communication of H.264/AVC standard. IEEE Trans. Circ. Syst. Video Technol. 1, 17 (Jan. 2007), 68--78.
[80]
J. Lluch, R. Gaitán, E. Camahort, and R. Vivó. 2005. Interactive three-dimensional rendering on mobile computer devices. In Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE’05). ACM, New York, NY, 254--257.
[81]
Kwan-Liu Ma. 2010. A new approach to remote visualization of large volume data. SIGGRAPH Comput. Graph. 44, 3 (Aug. 2010), 5:1--5:2.
[82]
K.-L. Ma and D. M. Camp. 2000. High performance visualization of time-varying volume data over a wide-area network status. In Proceedings of the 2000 ACM/IEEE Conference on Supercomputing (CDROM) (Supercomputing’00). IEEE Computer Society, Washington, DC, Article 29. http://portal.acm.org/citation.cfm?id=370049.370399
[83]
D. Maheswari and V. Radha. 2010. Enhanced layer based compound image compression. In Proceedings of the Amrita ACM-W Celebration on Women in Computing in India (A2CWiC’10). 40:1--40:8.
[84]
P. Malakar, V. Natarajan, and S. S Vadhiyar. 2010. An adaptive framework for simulation and online remote visualization of critical climate applications in resource-constrained environments. In Proceedings of the 2010 ACM/IEEE International Conference for High Performance Computing, Networking, Storage and Analysis. IEEE Computer Society, 1--11.
[85]
Y. Mann and D. Cohen-Or. 1997. Selective pixel transmission for navigating in remote virtual environments. Comput. Graph. Forum 16, 3 (1997), 201--206.
[86]
M. W. Marcellin, A. Bilgin, M. J. Gormish, and M. P. Boliek. 2000. An overview of JPEG-2000. In Proceedings of the Conference on Data Compression (DCC’00). IEEE Computer Society, Washington, DC, 523.
[87]
W. Mark. 1999. Post-Rendering 3D Image Warping: Visibility, Reconstruction, and Performance for Depth-Image Warping. Ph.D. dissertation. University of North Carolina at Chapel Hill, Department of Computer Science.
[88]
I. M. Martin. 2000. Adaptive Rendering of 3D Models Over Networks Using Multiple Modalities. Technical Report RC 21722. IBM Research.
[89]
J. E. Marvie and K. Bouatouch. 2003. Remote rendering of massively textured 3D scenes through progressive texture maps. In Proceedings of the 3rd IASTED Conference on Visualisation, Imaging and Image Processing, Vol. 2. 756--761.
[90]
L. McMillan. 1997. An Image-Based Approach to Three Dimensional Computer Graphics. Ph.D. Dissertation. University of North Carolina at Chapel Hill, Department of Computer Science.
[91]
P. Merkle, Y. Morvan, A. Smolic, D. Farin, K. Muller, P. With, and T. Wiegand. 2009. The effects of multiview depth video compression on multiview rendering. Signal Process. Image Commun. 24, 1--2 (Jan. 2009), 73--88.
[92]
S. Milani and G. Calvagno. 2010. A cognitive approach for effective coding and transmission of 3D video. In Proceedings of the International Conference on Multimedia (MM’10). ACM Press, New York, NY, 581--590.
[93]
Y. Morvan, D. Farin, and P. With. 2007. Multiview depth-image compression using an extended H.264 encoder. In Springer Advances in Image and Video Technology. Delft, The Netherlands, 675--686.
[94]
M. Nadeem, S. Wong, and G. Kuzmanov. 2010. An efficient realization of forward integer transform in H.264/AVC intra-frame encoder. In Proceedings of SAMOS’10. Samos, Greece, 71--78.
[95]
I. Nave, H. David, A. Shani, Y. Tzruya, A. Laikari, P. Eisert, and P. Fechteler. 2008. Games@large graphics streaming architecture. In IEEE International Symposium on Consumer Electronics (ISCE 2008). 1--4.
[96]
J. Nieh, S. J. Yang, and N. Novik. 2003. Measuring thin-client performance using slow-motion benchmarking. ACM Trans. Comput. Syst. 21, 1 (Feb. 2003), 87--115.
[97]
Y. Noimark and D. Cohen-Or. 2003. Streaming scenes to MPEG-4 video-enabled devices. IEEE Comput. Graph. Appl. 23, 1 (Jan. 2003), 58--64.
[98]
Nvidia. 2009. Reality Server. Retrieved from http://www.nvidia.com/object/realityserver.html.
[99]
M. Oberhumer. 1996. LZO—A Real-Time Data Compression Library. Retrieved from http://www.oberhumer.com/opensource/lzo/.
[100]
H. Oh and Y. Ho. 2006. H.264-based depth map sequence coding using motion information of corresponding texture video. In Springer Advances in Image and Video Technology. Hsinchu, Taiwan, 898--907.
[101]
C. Ohazama. 1999. OpenGL Vizserver White Paper. Silicon Graphics, Inc.
[102]
Samuel Paik. 2014. Microsoft OpenGL Information. Retrieved from http://www.opengl.org/resources/faq/technical/mslinks.htm.
[103]
D. Pajak, R. Herzog, E. Eisemann, K. Myszkowski, and H. P. Seidel. 2011. Scalable remote rendering with depth and motion-flow augmented streaming. In Computer Graphics Forum, Vol. 30. Wiley Online Library, 415--424.
[104]
L. Pantel and L. C. Wolf. 2002. On the suitability of dead reckoning schemes for games. In Proceedings of the 1st Workshop on Network and System Support for Games. ACM, New York, NY, 79--84.
[105]
G. Paravati, A. Sanna, F. Lamberti, and L. Ciminiera. 2011. An adaptive control system to deliver interactive virtual environment content to handheld devices. Mobile Networks Appl. 16, 3 (2011), 385--393.
[106]
S. Park, C. Kim, and S. Lee. 2006. Error resilient 3-D mesh compression. IEEE Trans. Multimedia 8, 5 (Oct. 2006), 885--895.
[107]
W. Pasman and F. W. Jansen. 2003. Comparing simplification and image-based techniques for 3D client-server rendering systems. IEEE Trans. Visual. Comput. Graphics, 9, 2 (April--June 2003), 226--240.
[108]
B. Paul, S. Ahern, W. Bethel, E. Brugger, R. Cook, J. Daniel, K. Lewis, J. Owen, and D. Southard. 2008. Chromium renderserver: Scalable and open remote rendering infrastructure. IEEE Trans. Visual. Comput. Graphics 14 (2008), 627--639.
[109]
F. Payan and M. Antonini. 2002. Multiresolution 3D mesh compression. In International Conference on Image Processing (ICIP’02). Rochester, New York, 245--248.
[110]
J. Peng, C. Kim, and C. Kuo. 2005. Technologies for 3D mesh compression: A survey. J. Visual Commun. Image Rep. 16, 6 (Dec. 2005), 688--733.
[111]
S. K. Penta and P. J. Narayanan. 2005. Compression of multiple depth maps for IBR. Visual Comput. 21, 8 (2005), 611--618.
[112]
S. G. Perlman, R. Van Der Laan, T. Cotter, S. Furman, R. McCool, and I. Buckley. 2010. System and Method for Multi-Stream Video Compression Using Multiple Encoding Formats. US Patent No. 2010/0166068A1. (1 July 2010).
[113]
V. Popescu, J. Eyles, A. Lastra, J. Steinhurst, N. England, and L. Nyland. 2000. The warpengine: An architecture for the post-polygonal age. In Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques. ACM Press/Addison-Wesley Publishing Co., New York, NY, 433--442.
[114]
S. Prohaska, A. Hutanu, R. Kahler, and H.-C. Hege. 2004. Interactive exploration of large remote micro-CT scans. In Proceedings of the Conference on Visualization (VIS’04). IEEE Computer Society, Washington, DC, 345--352.
[115]
P. Quax, B. Geuns, T. Jehaes, W. Lamotte, and G. Vansichem. 2006. On the applicability of remote rendering of networked virtual environments on mobile devices. In Proceedings of the International Conference on Systems and Networks Communications (ICSNC’06). IEEE, 16--21.
[116]
H. Reddy and R. Chunduri. 2006. MPEG-4 Low Delay Design for HDTV with Multi-Stream Approach. Master’s thesis. Swiss Federal Institute of Technology, Lausanne (EPFL).
[117]
A. Redert, M. Op de Beeck, C. Fehn, W. IJsselsteijn, M. Pollefeys, L. J. Van Gool, E. Ofek, I. Sexton, and P. Surman. 2002. ATTEST: Advanced three-dimensional television system technologies. In 3DPVT. IEEE Computer Society, 313--319.
[118]
L. Renambot, A. Rao, R. Singh, B. Jeong, N. Krishnaprasad, V. Vishwanath, V. Chandrasekhar, N. Schwarz, A. Spale, C. Zhang, G. Goldman, J. Leigh, and A. Johnson. 2004. SAGE: The scalable adaptive graphics environment. In Proceedings of the WACE.
[119]
T. Richardson, Q. Stafford-Fraser, K. R. Wood, and A. Hopper. 1998. Virtual network computing. IEEE Internet Comput. 2, 1 (Jan. 1998), 33--38.
[120]
P. Ross. 2009. Cloud computing’s killer app: Gaming. IEEE Spectr. 46, 3 (2009), 14.
[121]
S. Rusinkiewicz and M. Levoy. 2000. QSplat: A multiresolution point rendering system for large meshes. In Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH’00). ACM Press/Addison-Wesley Publishing Co., New York, NY, 343--352.
[122]
S. Rusinkiewicz and M. Levoy. 2001. Streaming QSplat: A viewer for networked visualization of large, dense models. In Proceedings of the 2001 Symposium on Interactive 3D Graphics (I3D’01). ACM, New York, NY, 63--68.
[123]
M. Sarkis and K. Diepold. 2009. Depth map compression via compressed sensing. In Proceedings of the IEEE International Conference on Image Processing (ICIP’09). 737--740.
[124]
R. Schafer. 1998. MPEG-4: A multimedia compression standard for interactive applications and services. Electron. Commun. Eng. J. 10, 6 (Dec. 1998), 253--262.
[125]
R. W. Scheifler and J. Gettys. 1986. The X window system. ACM Trans. Graph. 5, 2 (April 1986), 79--109.
[126]
D. Schmalstieg. 1997. The Remote Rendering Pipeline— Managing Geometry and Bandwidth in Distributed Virtual Environments. Ph.D. Dissertation. Institute of Computer Graphics and Algorithms, Vienna University of Technology, Favoritenstrasse 9-11/186, A-1040 Vienna, Austria.
[127]
B. K. Schmidt, M. S. Lam, and J. D. Northcutt. 1999. The interactive performance of SLIM: A stateless, thin-client architecture. In Proceedings of the 17th ACM Symposium on Operating Systems Principles (SOSP’99). ACM, New York, NY, 32--47.
[128]
B.-O. Schneider and I. M. Martin. 1999. An adaptive framework for 3D graphics over networks. Comput. Graphics 23, 6 (1999), 867--874.
[129]
R. Schreier, A. Rahman, G. Krishnamurthy, and A. Rothermel. 2006. Architecture analysis for low-delay video coding. In Proceedigns of ICME’06. 2053--2056.
[130]
R. Serral-Gracià, E. Cerqueira, M. Curado, M. Yannuzzi, E. Monteiro, and X. Masip-Bruin. 2010. An overview of quality of experience measurement challenges for video applications in IP networks. In Wired/Wireless Internet Communications. Springer, 252--263.
[131]
J. Seward. 1996. bzip2 and libbzip2, version 1.0.5: A Program and Library for Data Compression. Retrieved from http://www.bzip.org.
[132]
J. Shade, S. Gortler, L.-w. He, and R. Szeliski. 1998. Layered depth images. In Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH’98). ACM, New York, NY, 231--242.
[133]
S. Shi, C.-H. Hsu, K. Nahrstedt, J. C. Hart, and R. H. Campbell. 2011a. Using graphics rendering contexts to enhance the real-time video coding for mobile cloud gaming. In Proceedings of the International Conference on Multimedia (MM’11).
[134]
S. Shi, W. J. Jeon, K. Nahrstedt, and R. H. Campbell. 2009. Real-time remote rendering of 3D video for mobile devices. In Proceedings of the 17th ACM International Conference on Multimedia (MM’09). ACM, New York, NY, 391--400.
[135]
S. Shi, M. Kamali, K. Nahrstedt, J. C. Hart, and R. H. Campbell. 2010. A high-quality low-delay remote rendering system for 3D video. In Proceedings of the International Conference on Multimedia (MM’10). ACM Press, New York, NY, 601--610.
[136]
S. Shi, K. Nahrstedt, and R. Campbell. 2012a. A real-time remote rendering system for interactive mobile graphics. ACM Trans. Multimedia Comput., Commun., Appl. (TOMCCAP) 8, 3s (2012), 46.
[137]
S. Shi, K. Nahrstedt, and R. H. Campbell. 2008. View-dependent real-time 3D video compression for mobile devices. In Proceedings of the 16th ACM International Conference on Multimedia (MM’08). ACM Press, New York, NY, 781--784.
[138]
S. Shi, K. Nahrstedt, and R. H. Campbell. 2011b. Distortion over latency: Novel metric for measuring interactive performance in remote rendering systems. In Proceedings of the 2011 IEEE International Conference on Multimedia and Expo (ICME’11).
[139]
Y. Shi, B. Wen, W. Ding, N. Qi, and B. Yin. 2012b. Realistic mesh compression based on geometry image. In Picture Coding Symposium (PCS’12). 133--136.
[140]
H. Shum, S. Kang, and S. Chan. 2003. Survey of image-based representations and compression techniques. IEEE Trans. Circuits Syst. Video Technol. 13, 11 (Nov. 2003), 1020--1037.
[141]
S. Singhal and M. Zyda. 1999. Networked Virtual Environments: Design and Implementation. ACM Press/Addison-Wesley, New York, NY.
[142]
A. Skodras, C. Christopoulos, and T. Ebrahimi. 2001. The JPEG 2000 still image compression standard. IEEE Signal Process. Mag. 18, 5 (Sept. 2001), 36--58.
[143]
F. A. Smit, R. van Liere, S. Beck, and B. Fröhlich. 2009. An image-warping architecture for VR: Low latency versus image quality. In VR. IEEE, 27--34.
[144]
A. Snell and C. G. Willard. 2007. IBM Deep Computing Visualization. Retrieved from http://www-06.ibm.com/systems/jp/deepcomputing/pdf/idc_white_paper.pdf.
[145]
O. G Staadt, J. Walker, C. Nuber, and B. Hamann. 2003. A survey and performance analysis of software platforms for interactive cluster-based multi-screen rendering. In Proceedings of the Workshop on Virtual Environments 2003. ACM Press, New York, NY, 261--270.
[146]
S. Stegmaier, J. Diepstraten, M. Weiler, and T. Ertl. 2003. Widening the remote visualization bottleneck. In Proceedings of the 3rd International Symposium on Image and Signal Processing and Analysis (ISPA 2003). Vol. 1. 174--179.
[147]
S. Stegmaier, M. Magallón, and T. Ertl. 2002. A generic solution for hardware-accelerated remote visualization. In Proceedings of the Symposium on Data Visualization (VISSYM’02). Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, 87--ff. http://portal.acm.org/citation.cfm?id=509740.509754
[148]
Mercury Intl. Technology. 2007. ThinAnywhere. Retrieved from http://www.thinanywhere.com.
[149]
E. Teler and D. Lischinski. 2001. Streaming of complex 3D scenes for remote walkthroughs. Comput. Graph. Forum 20, 3 (2001).
[150]
G. Thomas, G. Point, and K. Bouatouch. 2005. A Client-Server Approach to Image-Based Rendering on Mobile Terminals. Technical Report RR-5447. INRIA.
[151]
A. Tikhonova, C. Correa, and K.-L. Ma. 2010. Explorable images for visualizing volume data. In Proceedings of IEEE Pacific Visualization Symposium (PacificVis’10). 177--184.
[152]
N. Tizon, C. Moreno, M. Cernea, and M. Preda. 2011. MPEG-4-based adaptive remote rendering for video games. In Proceedings of the 16th International Conference on 3D Web Technology. ACM, New York, NY, 45--50.
[153]
J. Torborg and J. T. Kajiya. 1996. Talisman: Commodity realtime 3D graphics for the PC. In Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH’96). ACM, New York, NY, 353--363.
[154]
J. D. Touch. 1995. Defining high-speed protocols: Five challenges and an example that survives the challenges. IEEE J. Sel. AreasCommun. 13, 5 (June 1995), 828--835.
[155]
T. Tran, L. Liu, and P. Westerink. 1998. Low-delay MPEG-2 video coding. In Proceedings of VCIP’98. 510--516.
[156]
T. Tu, H. Yu, L. Ramirez-Guzman, J. Bielak, O. Ghattas, K.-L. Ma, and D. R. O’Hallaron. 2006. From mesh generation to scientific visualization: An end-to-end approach to parallel supercomputing. In Proceedings of the 2006 ACM/IEEE Conference on Supercomputing. ACM, New York, NY, 91.
[157]
L. Vasa and V. Skala. 2007. CODDYAC: Connectivity driven dynamic mesh compression. In Proceedings of 3DTV Conference. 1--4.
[158]
A. Vetro, T. Wiegand, and G. J. Sullivan. 2011. Overview of the stereo and multiview video coding extensions of the H.264/MPEG-4 AVC standard. Proc. IEEE 99, 4 (April 2011), 626--642.
[159]
S. Wang and S. Dey. 2009. Modeling and characterizing user experience in a cloud server based mobile gaming approach. In IEEE Global Telecommunications Conference (GLOBECOM’09). IEEE, 1--7.
[160]
S. Wang and S. Dey. 2012. Cloud mobile gaming: Modeling and measuring user experience in mobile wireless networks. ACM SIGMOBILE Mobile Comput. Communica. Rev. 16, 1 (2012), 10--21.
[161]
S. Wang and S. Dey. 2013. Adaptive mobile cloud computing to enable rich mobile multimedia applications. IEEE Trans. Multimedia 15, 4 (June 2013), 870--883.
[162]
S. Wang and T. Lin. 2009. A unified LZ and hybrid coding for compound image partial-lossless compression. In Proceedings of International Congress on Image and Signal Processing (CISP’09). 1--5.
[163]
S. Wang and T. Lin. 2012. United coding method for compound image compression. Multimedia Tools Appl. (Oct. 2012).
[164]
Y. Wang, J. Ostermann, and Y. Zhang. 2001. Video Processing and Communications (1st ed.). Prentice Hall.
[165]
Z. Wang, A. C. Bovik, H. R. Sheikh, and E. P. Simoncelli. 2004. Image quality assessment: From error visibility to structural similarity. IEEE Trans. Image Processing 13, 4 (April 2004), 600--612.
[166]
M. J. Weinberger, G. Seroussi, and G. Sapiro. 1996. LOCO-I: A low complexity, context-based, lossless image compression algorithm. In Proceedings of the Data Compression Conference (DCC’96). 140--149.
[167]
T. Wiegand, G. Sullivan, G. Bjntegaard, and A. Luthra. 2003. Overview of the H.264/AVC video coding standard. IEEE Trans. Circuits Syst. Video Technol. 13, 7 (July 2003), 560--576.
[168]
M. Woo, J. Neider, T. Davis, and D. Shreiner. 1999. OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.2 (3rd ed.). Addison-Wesley Longman Publishing Co., Inc., Boston, MA.
[169]
C. Woodward, S. Valli, P. Honkamaa, and M. Hakkarainen. 2002. Wireless 3D CAD viewing on a pda device. In Proceedings of the 2nd Asian International Mobile Computing Conference (AMOC’02), Vol. 14. 17.
[170]
S. Jae Yang, Jason Nieh, Matt Selsky, and Nikhil Tiwari. 2002. The performance of remote display mechanisms for thin-client computing. In Proceedings of the General Track of the Annual Conference on USENIX Annual Technical Conference. USENIX Association, Berkeley, CA, 131--146.
[171]
Z. Yang, Y. Cui, Z. Anwar, R. Bocchino, N. Kiyanclar, K. Nahrstedt, R. H. Campbell, and W. Yurcik. 2006. Real-time 3D video compression for tele-immersive environments. In Proceedings of SPIE/ACM Multimedia Computing and Networking (MMCN’06).
[172]
W. Yoo, S. Shi, W. J. Jeon, K. Nahrstedt, and R. H. Campbell. 2010. Real-time parallel remote rendering for mobile devices using graphics processing units. In ICME. IEEE, 902--907.
[173]
I. Yoon and U. Neumann. 2000. Web-based remote rendering with IBRAC (image-based rendering acceleration and compression). Comput. Graphics Forum 19, 3 (2000), 321--330.
[174]
H. Yu, K.-L. Ma, and J. Welling. 2004. A parallel visualization pipeline for terascale earthquake simulations. In Proceedings of the 2004 ACM/IEEE Conference on Supercomputing. IEEE Computer Society, 49.
[175]
P. Zanuttigh and G. Cortelazzo. 2009. Compression of depth information for 3D rendering. In Proceedings of the 3DTV Conference: The True Vision—Capture, Transmission and Display of 3D Video. 1--4.
[176]
H. Zhou. 2006. A Survey on Ubiquitous Graphics. Technical Report. Hong Kong University of Science and Technology. Retrieved from http://www.cse.ust.hk/zhouhong/publications.html/.

Cited By

View all

Index Terms

  1. A Survey of Interactive Remote Rendering Systems

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Computing Surveys
    ACM Computing Surveys  Volume 47, Issue 4
    July 2015
    573 pages
    ISSN:0360-0300
    EISSN:1557-7341
    DOI:10.1145/2775083
    • Editor:
    • Sartaj Sahni
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 26 May 2015
    Accepted: 01 January 2015
    Revised: 01 November 2014
    Received: 01 March 2013
    Published in CSUR Volume 47, Issue 4

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. Cloud computing
    2. QoE
    3. QoS
    4. cloud games
    5. cloud rendering
    6. distributed rendering
    7. video streaming

    Qualifiers

    • Survey
    • Research
    • Refereed

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)103
    • Downloads (Last 6 weeks)15
    Reflects downloads up to 12 Jan 2025

    Other Metrics

    Citations

    Cited By

    View all

    View Options

    Login options

    Full Access

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media