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

  title={An Architecture Approach for 3D Render Distribution using Mobile Devices in Real Time},
  author={Holman Bol{\'i}var Bar{\'o}n and John Alexander Velandia and J. Torres and Elena Gim{\'e}nez de Ory},
  journal={Int. J. Interact. Multim. Artif. Intell.},
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… 


Dynamically optimised 3D (virtual reality) data transmission for mobile devices
  • M. Feißt, A. Christ
  • Computer Science
    Proceedings. 2nd International Symposium on 3D Data Processing, Visualization and Transmission, 2004. 3DPVT 2004.
  • 2004
Well known technologies are combined with new developed ideas to reach the goal of adaptive content transmission to reduce the need of processing power at the client side to be able to display the 3D (virtual reality) data.
Immersive training games for smartphone-based head mounted displays
This poster shows how virtual reality (VR) training games which run entirely on a commodity mobile computing platform, consisting of a commercial off-the-shelf game engine, commodity smartphones, and mass produced optics, are created.
A Cloudlet-Assisted Multiplayer Cloud Gaming System
This work proposes a cloudlet-assisted multiplayer cloud gaming system, in which the mobile devices are connected to the cloud server for real-time interactive game videos, while sharing the received video frames with their peers via an ad hoc cloudlet.
DDDDRRaW: A prototype toolkit for distributed real-time rendering on commodity clusters
The results show that DDDDRRaW effectively exploits cluster resources to improve real-time rendering performance and should scale well to moderately sized clusters.
An Architecture for Java-Based Real-Time Distributed Visualization
A Java-based software architecture for real-time visualization that utilizes a cluster of conventional PCs to generate high-quality interactive graphics that minimizes the amount of synchronization needed between PCs, resulting in excellent scalability.
Error-controlled real-time cut updates for multi-resolution volume rendering
Understanding the Efficiency of kD-tree Ray-Traversal Techniques over a GPGPU Architecture
This work describes in detail the study and implementation of eight different kD-tree traversal algorithms using the parallel framework NVIDIA Compute Unified Device Architecture, in order to point their pros and cons regarding performance, memory consumption, branch divergencies and scalability on multiple GPUs.
OptiX: a general purpose ray tracing engine
The NVIDIA® OptiX™ ray tracing engine is a programmable system designed for NVIDIA GPUs and other highly parallel architectures that achieves high performance through a compact object model and application of several ray tracing-specific compiler optimizations.
Fast, parallel, and asynchronous construction of BVHs for ray tracing animated scenes