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Remote VR Gaming on Mobile Devices

Tutkimustuotosvertaisarvioitu

Standard

Remote VR Gaming on Mobile Devices. / Pitkänen, Mikko; Viitanen, Marko; Mercat, Alexandre; Vanne, Jarno.

Proceedings of the 27th ACM International Conference on Multimedia, MM '19. ACM, 2019. s. 2191-2193.

Tutkimustuotosvertaisarvioitu

Harvard

Pitkänen, M, Viitanen, M, Mercat, A & Vanne, J 2019, Remote VR Gaming on Mobile Devices. julkaisussa Proceedings of the 27th ACM International Conference on Multimedia, MM '19. ACM, Sivut 2191-2193, ACM MULTIMEDIA CONFERENCE, 1/01/00. https://doi.org/10.1145/3343031.3350595

APA

Pitkänen, M., Viitanen, M., Mercat, A., & Vanne, J. (2019). Remote VR Gaming on Mobile Devices. teoksessa Proceedings of the 27th ACM International Conference on Multimedia, MM '19 (Sivut 2191-2193). ACM. https://doi.org/10.1145/3343031.3350595

Vancouver

Pitkänen M, Viitanen M, Mercat A, Vanne J. Remote VR Gaming on Mobile Devices. julkaisussa Proceedings of the 27th ACM International Conference on Multimedia, MM '19. ACM. 2019. s. 2191-2193 https://doi.org/10.1145/3343031.3350595

Author

Pitkänen, Mikko ; Viitanen, Marko ; Mercat, Alexandre ; Vanne, Jarno. / Remote VR Gaming on Mobile Devices. Proceedings of the 27th ACM International Conference on Multimedia, MM '19. ACM, 2019. Sivut 2191-2193

Bibtex - Lataa

@inproceedings{724c2d24cc6743a4bab3edcc672e8c30,
title = "Remote VR Gaming on Mobile Devices",
abstract = "This paper presents a remote 360-degree virtual reality (VR) gaming system for mobile devices. In this end-to-end scheme, execution of VR game is off-loaded from low-power mobile devices to a remote server where the executed game is rendered based on controller orientation and actions transmitted over the network. The server is running the Unity game engine and Kvazaar video encoder. Kvazaar compresses the rendered views of the game to High Efficiency Video Coding (HEVC) video that is streamed to a player over a regular WiFi link in real time. The frontend of our proof-of-concept demonstrator setup is composed of the Samsung Galaxy S8 smartphone and Google Daydream View VR headset with a controller. The backend server is a laptop equipped with Nvidia GTX 1070 GPU and Intel i7 7820HK CPU. The system is able to run the demonstrated 360-degree shooting VR game with 1080p resolution at 30 fps while keeping motion-to-photon latency close to 50 ms. This approach lets players enter immersive gaming experience without a need to invest in all-in-one VR headsets.",
author = "Mikko Pitk{\"a}nen and Marko Viitanen and Alexandre Mercat and Jarno Vanne",
year = "2019",
month = "10",
day = "15",
doi = "10.1145/3343031.3350595",
language = "English",
pages = "2191--2193",
booktitle = "Proceedings of the 27th ACM International Conference on Multimedia, MM '19",
publisher = "ACM",

}

RIS (suitable for import to EndNote) - Lataa

TY - GEN

T1 - Remote VR Gaming on Mobile Devices

AU - Pitkänen, Mikko

AU - Viitanen, Marko

AU - Mercat, Alexandre

AU - Vanne, Jarno

PY - 2019/10/15

Y1 - 2019/10/15

N2 - This paper presents a remote 360-degree virtual reality (VR) gaming system for mobile devices. In this end-to-end scheme, execution of VR game is off-loaded from low-power mobile devices to a remote server where the executed game is rendered based on controller orientation and actions transmitted over the network. The server is running the Unity game engine and Kvazaar video encoder. Kvazaar compresses the rendered views of the game to High Efficiency Video Coding (HEVC) video that is streamed to a player over a regular WiFi link in real time. The frontend of our proof-of-concept demonstrator setup is composed of the Samsung Galaxy S8 smartphone and Google Daydream View VR headset with a controller. The backend server is a laptop equipped with Nvidia GTX 1070 GPU and Intel i7 7820HK CPU. The system is able to run the demonstrated 360-degree shooting VR game with 1080p resolution at 30 fps while keeping motion-to-photon latency close to 50 ms. This approach lets players enter immersive gaming experience without a need to invest in all-in-one VR headsets.

AB - This paper presents a remote 360-degree virtual reality (VR) gaming system for mobile devices. In this end-to-end scheme, execution of VR game is off-loaded from low-power mobile devices to a remote server where the executed game is rendered based on controller orientation and actions transmitted over the network. The server is running the Unity game engine and Kvazaar video encoder. Kvazaar compresses the rendered views of the game to High Efficiency Video Coding (HEVC) video that is streamed to a player over a regular WiFi link in real time. The frontend of our proof-of-concept demonstrator setup is composed of the Samsung Galaxy S8 smartphone and Google Daydream View VR headset with a controller. The backend server is a laptop equipped with Nvidia GTX 1070 GPU and Intel i7 7820HK CPU. The system is able to run the demonstrated 360-degree shooting VR game with 1080p resolution at 30 fps while keeping motion-to-photon latency close to 50 ms. This approach lets players enter immersive gaming experience without a need to invest in all-in-one VR headsets.

U2 - 10.1145/3343031.3350595

DO - 10.1145/3343031.3350595

M3 - Conference contribution

SP - 2191

EP - 2193

BT - Proceedings of the 27th ACM International Conference on Multimedia, MM '19

PB - ACM

ER -