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本文(ETSI TR 102 794-2010 Media Content Distribution (MCD) 3D Gaming Graphics Delivery Overview (V1 1 1)《媒体内容分配(MCD) 3D游戏图形交付概述(版本1 1 1)》.pdf)为本站会员(amazingpat195)主动上传,麦多课文库仅提供信息存储空间,仅对用户上传内容的表现方式做保护处理,对上载内容本身不做任何修改或编辑。 若此文所含内容侵犯了您的版权或隐私,请立即通知麦多课文库(发送邮件至master@mydoc123.com或直接QQ联系客服),我们立即给予删除!

ETSI TR 102 794-2010 Media Content Distribution (MCD) 3D Gaming Graphics Delivery Overview (V1 1 1)《媒体内容分配(MCD) 3D游戏图形交付概述(版本1 1 1)》.pdf

1、 ETSI TR 102 794 V1.1.1 (2010-12)Technical Report Media Content Distribution (MCD);3D Gaming Graphics Delivery OverviewETSI ETSI TR 102 794 V1.1.1 (2010-12) 2Reference DTR/MCD-00010 Keywords content, transport, protocol ETSI 650 Route des Lucioles F-06921 Sophia Antipolis Cedex - FRANCE Tel.: +33 4

2、92 94 42 00 Fax: +33 4 93 65 47 16 Siret N 348 623 562 00017 - NAF 742 C Association but non lucratif enregistre la Sous-Prfecture de Grasse (06) N 7803/88 Important notice Individual copies of the present document can be downloaded from: http:/www.etsi.org The present document may be made available

3、 in more than one electronic version or in print. In any case of existing or perceived difference in contents between such versions, the reference version is the Portable Document Format (PDF). In case of dispute, the reference shall be the printing on ETSI printers of the PDF version kept on a spec

4、ific network drive within ETSI Secretariat. Users of the present document should be aware that the document may be subject to revision or change of status. Information on the current status of this and other ETSI documents is available at http:/portal.etsi.org/tb/status/status.asp If you find errors

5、 in the present document, please send your comment to one of the following services: http:/portal.etsi.org/chaircor/ETSI_support.asp Copyright Notification No part may be reproduced except as authorized by written permission. The copyright and the foregoing restriction extend to reproduction in all

6、media. European Telecommunications Standards Institute 2010. All rights reserved. DECTTM, PLUGTESTSTM, UMTSTM, TIPHONTM, the TIPHON logo and the ETSI logo are Trade Marks of ETSI registered for the benefit of its Members. 3GPPTM is a Trade Mark of ETSI registered for the benefit of its Members and o

7、f the 3GPP Organizational Partners. LTE is a Trade Mark of ETSI currently being registered for the benefit of its Members and of the 3GPP Organizational Partners. GSM and the GSM logo are Trade Marks registered and owned by the GSM Association. ETSI ETSI TR 102 794 V1.1.1 (2010-12) 3Contents Intelle

8、ctual Property Rights 4g3Foreword . 4g3Introduction 4g31 Scope 5g32 References 5g32.1 Normative references . 5g32.2 Informative references 5g33 Definitions and abbreviations . 7g33.1 Definitions 7g33.2 Abbreviations . 8g34 Use case(s) and high level requirements 8g34.1 Primary use case . 8g34.2 High

9、 level requirements . 9g34.2.1 Minimize input lag 9g34.2.2 Maximize image quality and framerate 10g34.2.3 Allow Scalability 11g34.2.4 Maximize availability . 11g34.2.5 Distribution of game processing resources . 11g34.2.6 Reuse existing infrastructure. 11g34.2.7 Support for a variety of devices 11g3

10、4.2.8 Authentication and security 11g35 Solution approaches for delivery of 3D output of games . 12g35.1 Streaming 3D graphics primitives 12g35.1.1 Main concept 12g35.1.2 Benefits/Drawbacks of this approach . 12g35.2 Streaming Video . 13g35.2.1 Main concept 13g35.2.2 Benefits/Drawbacks of this appro

11、ach . 14g35.3 Transport of 3D models 14g35.3.1 Main concept 14g35.3.2 Benefits/Drawbacks of this approach . 15g35.4 Progressive transport of adaptive 3D models . 15g35.4.1 Main concept 15g35.4.2 Benefits/Drawbacks of this approach . 16g36 Overview of existing standards 17g37 Conclusions and recommen

12、dations 19g3History 20g3ETSI ETSI TR 102 794 V1.1.1 (2010-12) 4Intellectual Property Rights IPRs essential or potentially essential to the present document may have been declared to ETSI. The information pertaining to these essential IPRs, if any, is publicly available for ETSI members and non-membe

13、rs, and can be found in ETSI SR 000 314: “Intellectual Property Rights (IPRs); Essential, or potentially Essential, IPRs notified to ETSI in respect of ETSI standards“, which is available from the ETSI Secretariat. Latest updates are available on the ETSI Web server (http:/webapp.etsi.org/IPR/home.a

14、sp). Pursuant to the ETSI IPR Policy, no investigation, including IPR searches, has been carried out by ETSI. No guarantee can be given as to the existence of other IPRs not referenced in ETSI SR 000 314 (or the updates on the ETSI Web server) which are, or may be, or may become, essential to the pr

15、esent document. Foreword This Technical Report (TR) has been produced by ETSI Technical Committee Media Content Distribution (MCD). The main purpose of the present document is to provide an overview of the topic of 3D Gaming Graphics Delivery. The present document is meant to create an ETSI MCD view

16、 on this topic, and includes use cases, high-level requirements, an overview of potential solutions and a gap analysis. The present documents conclusions should assist in the definition of new Work Item(s) for actual standardization, provided this is necessary and ETSI MCD is the right body. Introdu

17、ction By 2010, there will be over 420 million broadband households worldwide. With the standard set for super-high speed, always-on connectivity, the way people view entertainment has fundamentally changed and created a new standard for consumption. Consumers no longer expect their internet access t

18、o be only from a desktop PC, now they want it through the TV in the living room or in the palm of their hand, inside the house and on the go. Video games are officially a mainstream leisure time activity, and consumers are increasingly demanding their entertainment to be fully networked and availabl

19、e over multiple platforms. Digital distribution of games is growing and is becoming a common way to acquire games. Several game publishers and game retailers are using this model as a way to reach consumers. The main deployment model being used at the moment of writing the present document is where

20、an end consumer buys the game online after which the game executable and (parts of) the game data are downloaded to his PC or game console, using a run-time environment that protects the game from being copied. Consumer electronics devices, such as set-top boxes, TVs, mobile phones and Netbook PCs a

21、re not considered real gaming devices, since they lack the necessary CPU power, graphical performance and memory/storage capacity. So a download distribution model of 3D games is not very likely to be a viable way to reach consumer electronics devices. Also, there is a large catalogue of existing ga

22、mes that simply are not written with these platforms in mind. In order to play 3D games on this kind of devices a streaming model is more appropriate. So, instead of downloading the game to the end user device, the game is executed on a high-performance server, after which the game output is streame

23、d to the client. Discussion about the nature and content of what is exchanged between servers and clients constitutes the topic of the present document. Several technical solutions could be possible. The present document will describe the benefits and drawbacks of several of these technical solution

24、s. The end goal of this work is to standardize the protocol(s) needed for streaming the game output to a client. The present document is meant to create an ETSI MCD view on this topic, and includes use cases, high-level requirements, an overview of potential solutions and a gap analysis to see which

25、 actual standardization work needs to be performed. ETSI ETSI TR 102 794 V1.1.1 (2010-12) 51 Scope The present document provides an overview of delivery of 3D graphics of games that are running on a high-performance server to client devices that would otherwise not have the resources to run these ga

26、mes natively. The present document describes the use cases, high level requirements and different solution approaches, and identifies the main area(s) where standardization work would be needed. Exploring the nature and content of what is going to be exchanged between servers and clients constitutes

27、 the main topic of the present document The primary aim for this technology is to enable casual gaming scenarios, and it is not the primary aim to try to satisfy hardcore gamers, since we have to be realistic about what can be achieved with the current state of networking and server technology. Beca

28、use of the nature of the content and in order to focus on feasible solutions, we may exclude certain type of network connections to be used, such as using “unreliable“ or high-latency wireless connections such as 802.11b/g. We expect to have a broadband connection between the client and the server,

29、without too many intermediate hops. In the present document we do not address deployment issues, such as integration into a Content on demand infrastructure (e.g. user registration, pricing, purchasing), or integration into a QoS framework (e.g. prioritization of gaming streams compared to other typ

30、es of streams). Also, use cases and synchronization issues related to multi-player gaming, whereby different connection speeds/types could result in different response times, are out of scope of the present document. 2 References References are either specific (identified by date of publication and/

31、or edition number or version number) or non-specific. For specific references, only the cited version applies. For non-specific references, the latest version of the referenced document (including any amendments) applies. Referenced documents which are not found to be publicly available in the expec

32、ted location might be found at http:/docbox.etsi.org/Reference. NOTE: While any hyperlinks included in this clause were valid at the time of publication ETSI cannot guarantee their long term validity. 2.1 Normative references The following referenced documents are necessary for the application of th

33、e present document. Not applicable. 2.2 Informative references The following referenced documents are not necessary for the application of the present document but they assist the user with regard to a particular subject area. i.1 Alf Inge Wang, Martin Jarrett and Eivind Sorteberg: “Experiences from

34、 Implementing a Mobile Multiplayer Real-Time Game for Wireless Networks with High Latency“, International Journal of Computer Games Technology Volume 2009, Hindawi Publishing Corporation. NOTE: Available at: http:/ i.2 Console Gaming: “The Lag Factor“, Eurogamer Network Ltd., 5 September 2009. NOTE:

35、 Available at: http:/ i.3 OpenGL ES: “The Standard for Embedded Accelerated 3D Graphics“, Khronos Group. NOTE: Available at: http:/www.khronos.org/opengles/. ETSI ETSI TR 102 794 V1.1.1 (2010-12) 6i.4 Jurgelionis et al.: “Platform for Distributed 3D Gaming“, International Journal of Computer Games T

36、echnology Volume 2009, Article ID 231863. NOTE: Available at: http:/iphome.hhi.de/fechteler/papers/ijcgt2009_JurgelionisFechtelerEisertBellottiDavidLaulajainenCarmichaelPoulopoulosLaikariPeraelaeGloriaBouras.pdf. i.5 Philipp Fechteler and Peter Eisert: “Depth Map Enhanced MacroBlock Partitioning for

37、 H.264 Video Encoding of Computer Graphics Content“, 2009 IEEE International Conference on Image Processing. NOTE: Available at: http:/iphome.hhi.de/eisert/papers/icip09a.pdf. i.6 Hugues Hoppe: “Progressive meshes“, SIGGRAPH 96: Proceedings of the 23rd annual conference on Computer graphics and inte

38、ractive techniques, Pages: 99 - 108, ACM Press/Addison-Wesley Publishing Co., 1996. NOTE: Available at: http:/ i.7 “Progressive forest split compression“, SIGGRAPH 98: Proceedings of the 25th annual conference on Computer graphics and interactive techniques, Pages 123-132, ACM Press/Addison-Wesley P

39、ublishing Co., 1998. NOTE: Available at: http:/mesh.brown.edu/taubin/pdfs/taubin-etal-sg98.pdf. i.8 ISO/IEC 15444-1 (2004): “Information technology - JPEG 2000 image coding system: Core coding system, latest revision 2004“. i.9 ISO/IEC 14496-1 (2010): “Information technology - Coding of audio-visual

40、 objects - Part 1: Systems“. i.10 ISO/IEC 14496-10 (2009): “Information technology - Coding of audio-visual objects - Part 10: Advanced Video Coding“. i.11 ISO/IEC 19775-1.2 (2008): “X3D Architecture and base components, Edition 2“. NOTE: Available at: http:/www.web3d.org/x3d/specifications/X3DPubli

41、cSpecifications.zip. i.12 WebGL Specification, Working Draft (27 May 2010), Khronos Group. NOTE: Available at: https:/cvs.khronos.org/svn/repos/registry/trunk/public/webgl/doc/spec/WebGL-spec.html. i.13 Adobe Systems Incorporated: “Adobe Flash Player“. NOTE: Available at: http:/ i.14 ISO/IEC 14496-1

42、1 (2005): “Information technology - Coding of audio-visual objects - Part 11: description and application engine“. i.15 OpenGL Graphics with the X Window System (GLX), Version 1.4, December 2005. NOTE: Available at: http:/www.opengl.org/documentation/specs/. i.16 John Stavrakakis et al.: “Exposing A

43、pplication Graphics to a Dynamic Heterogeneous Network“, Proceedings of the 14-th International Conferences in Central Europe on Computer Graphics, Visualization and Computers. NOTE: Available at: http:/wscg.zcu.cz/wscg2006/papers_2006/full/g23-full.pdf. i.17 Greg Humphreys et al.: “Chromium: A Stre

44、am-Processing Framework for Interactive Rendering on Clusters“, SIGGRAPH 2002. NOTE: Available at: http:/ ETSI ETSI TR 102 794 V1.1.1 (2010-12) 7i.18 Micah Dowty et al., VMWare Inc.: “GPU virtualization on VMwares hosted I/O architecture“, USENIX Workshop on I/O Virtualization 2008, ACM SIGOPS Opera

45、ting Systems Review , Volume 43 Issue 3. NOTE: Available at: http:/www.usenix.org/event/wiov08/tech/full_papers/dowty/dowty.pdf. i.19 Gaikai, Gaikai Inc. NOTE: Available at: http:/ i.20 T5 Labs Limited. NOTE: Available at: http:/ i.21 Onlive, Onlive Inc. NOTE: Available at: http:/ i.22 Tristan Richa

46、rdson et al.: “Virtual Network Computing (VNC)“, IEEE Internet Computing Volume 2, Number 1, 1998. NOTE: Available at: http:/www.cl.cam.ac.uk/research/dtg/attarchive/pub/docs/att/tr.98.1.pdf. i.23 XRT Self-contained Remoting Protocol, ANSI/CEA-2014-A: “Web-based Protocol and Framework for Remote Use

47、r Interface on UPnP Networks and the Internet (Web4CE), Annex O“. NOTE: Available at: http:/ some would regularly update their hardware or even sacrifice framerate (and consequently input lag as well). However, others prefer a higher framerate over highest possible image quality. It is perceived tha

48、t under a certain level of image quality, the gaming experience becomes highly impacted. Nevertheless, Nintendo proved with the Wii that image quality is not necessarily #1 criterion for all gamers. For framerates below a certain level, the gaming experience also becomes highly impacted. ETSI ETSI TR 102 794 V1.1.1 (2010-12) 11So on the one hand we need to maximize image quality and framerate, on the other hand, we should make the solution flexible enough to allow selection

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