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研究生:周炎綱
研究生(外文):Yen-gung Chou
論文名稱:運用雲端運算圖形處理器使用高階3D應用程式之研究
論文名稱(外文):A Study of Exploiting GPU to Facilitate High-end 3D Applications in Cloud Computing
指導教授:吳怡樂
指導教授(外文):Yi-Leh Wu
口試委員:吳怡樂
口試日期:2011-06-14
學位類別:碩士
校院名稱:國立臺灣科技大學
系所名稱:資訊工程系
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2011
畢業學年度:99
語文別:英文
論文頁數:44
中文關鍵詞:雲端遊戲HTML5影片編碼串流影片即時
外文關鍵詞:cloud gameHTML5encoding videostreaming videoreal-time
相關次數:
  • 被引用被引用:0
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  • 下載下載:16
  • 收藏至我的研究室書目清單書目收藏:3
近年來遊戲已成為主要的娛樂選擇之一,單機遊戲主宰了遊戲市場直到大型多人線上遊戲問世。而現在將是雲端遊戲的時代了;雲端遊戲可以玩單機遊戲也可以玩線上遊戲;它不是一個遊戲類型而是一個新的遊戲架構。
在這篇論文中,我們提出雲端遊戲的架構,使用者不需要高規格的電腦配備即可享受到需要複雜運算的服務,例如3D遊戲。在此架構中使用者不需要在客戶端安裝任何軟體,只需要打開支援HTML5的瀏覽器,即可立即遊玩多數目前市面上的販售的遊戲。我們在網頁中擷取使用者的命令如滑鼠點擊,並且傳送到雲端上。而整個遊戲將在雲端上執行,所以包含遊戲本身在內,使用者都不需安裝任何軟體。然後我們將遊戲畫面即時編碼成影片並且串流傳輸回客戶端。使用者會覺得他在本機端玩遊戲,但事實上他看到的是從雲端傳回的串流影片。
這個架構中所有流程可以即時(real-time)的完成。使用者可以省下購買高規格電腦的錢,遊戲公司也能因為不受限於使用者的電腦配備而獲得更大的市場。基於上述的理由,雲端遊戲架構將會是未來的潮流。
Computer game has become a major entertainment selection in the world recent years. Stand-alone games dominate the game marketplace until mass multiplayer online game comes out. And now is the time for cloud games. Cloud games can play both stand-alone and online games; it is not a game type but a new architecture for gaming.
In this thesis, we present a cloud game architecture which user does not need a high-end computer specification but still able to enjoy complex computing task service such as 3D games. In this architecture user does not need any installation at client side, just open a browser that supports HTML5 and user can directly play most of games in the market right now. We capture client user’s commands, mouse click for example, in web page and send it to cloud. The whole game is running on the cloud so user does not need to install anything including the game. After that we real-time encode the game screen and then streaming it back to client side. User will think he is playing the game locally but in fact he is watching a streaming video from the cloud.
The full procedure of this architecture can complete in real-time. User save his money for high-end computer specification and game industry will have bigger marketplace without the limitation of user’s computer spec. According to all the reasons we mention above, the proposed cloud game architecture will be the future of gaming.
論文摘要 .........................................ii
Abstract .......................................iii
Content ........................................iv
List of Figures ................................vi
List of Tables .................................viii
1. Introduction ...............................1
2. Related Work ...............................2
3. System Framework ...........................4
3.1 Introduction to HTML5 .....................4
3.2 System Overview and Flowchart .............4
3.2.1 Control Area and Streaming Video Area ...7
3.2.2 Capture User Command ....................7
3.2.3 Command Transmission ....................8
3.2.4 Control the Game on Cloud ...............8
3.2.5 Rendering and Streaming .................8
3.3 Using PHP and Streaming Website ...........9
3.4 Using JavaScript and FMLE ................10
3.5 Windows Media Encoder with MMS protocol ..11
3.6 Using Web Socket Transmission ............12
3.7 VLC Streaming with RTSP protocol .........13
3.8 Broswer Support ..........................17
4. Experiments ...............................20
4.1 Experiment Environment ...................20
4.2 Stopwatch Experiment .....................20
4.3 Experiment Games .........................23
4.4 Result ...................................24
5. Conclusion and Future Work ................32
References ....................................33
[1]Cloud computing wiki page http://en.wikipedia.org/wiki/Cloud_computing Retrieved on 11 May, 2011.
[2]Yi Wei and M. Brian Blake, "Service-Oriented Computing and Cloud Computing: Challenges and Opportunities", IEEE Internet Computing, vol. 14, no. 6, pp. 72-75, December 2010.
[3]D. Kyriazis, A. Menychtas, G. Kousiouris, K. Oberle, T. Voith, M. Boniface, E. Oliveros, T. Cucinotta, S. Berger, "A Real-time Service Oriented Infrastructure", International Conference on Real-Time and Embedded Systems (RTES 2010), Singapore, November 2010.
[4]OnLive websites http://www.onlive.com/.
[5]Eurogamer DigitalFoundry OnLive lag analysis http://www.eurogamer.net/articles/digitalfoundry-onlive-lag-analysis/ on 7 July, 2010.
[6]HTML5 wiki page http://en.wikipedia.org/wiki/HTML5 Retrieved on 10 May, 2011.
[7]"HTML5 differences from HTML4". FAQ. W3.org. http://dev.w3.org/html5/html4-differences/ Retrieved 2011-01-23.
[8]Thoughts on Flash http://www.apple.com/hotnews/thoughts-on-flash/ Steve Jobs on April, 2010.
[9]General purpose computing on graphics processing units (GPGPU) http://en.wikipedia.org/wiki/GPGPU Retrieved on 5 May, 2011.
[10]John D. Owens, David Luebke, Naga Govindaraju, Mark Harris, Jens Kruger, Aaron E. Lefohn, and Tim Purcell. "A Survey of General-Purpose Computation on Graphics Hardware". Computer Graphics Forum, volume 26, number 1, pp. 80-113, 2007.
[11]Mark Harris, "Mapping computational concepts to GPUs", ACM SIGGRAPH 2005 Courses, Los Angeles, California, July 31-August 04, 2005.
[12]Java Robot API http://download.oracle.com/javase/6/docs/api/index.html
[13]Flash Media Live Encoder http://www.adobe.com/products/flashmediaserver/flashmediaencoder/
[14]Real Time Messaging Protocol (RTMP) wiki page http://en.wikipedia.org/wiki/Real_Time_Messaging_Protocol/ Retrieved on 28 April, 2011.
[15]MediaCoder websites http://www.mediacoderhq.com/ Retrieved on May, 2011.
[16]StarCraft II wiki page http://en.wikipedia.org/wiki/StarCraft_II Retrieved on 3 May, 2011.
[17]Windows Media Encoder wiki page http://en.wikipedia.org/wiki/Windows_Media_Encoder Retrieved on 2 May, 2011.
[18]Microsoft Media Server (MMS) wiki page http://en.wikipedia.org/wiki/Microsoft_Media_Server Retrieved on 5 April, 2011.
[19]WebSockets wiki page http://en.wikipedia.org/wiki/WebSockets Retrieved on 9 May, 2011.
[20]VideoLAN VLC media player http://www.videolan.org/vlc/ Retrieved on May, 2011.
[21]Real Time Streaming Protocol (RTSP) wiki page http://en.wikipedia.org/wiki/Real_Time_Streaming_Protocol. Retrieved on 22 April, 2011.
[22]x264 wiki page http://en.wikipedia.org/wiki/X264/ Retrieved on 6 May, 2011.
[23]Lin-Shung Huang, Eric Y. Chen, Adam Barth, Eric Rescorla, and Collin Jackson, “Transparent Proxies: Threat or Menace?” In submission, 2010.
[24]Death Spank official website http://www.deathspank.com/ Retrieved on May, 2011.
[25]Civilization V official website http://www.civilization5.com/ Retrieved on May, 2011.
[26]Need for Speed Shift 2 official website http://www.needforspeed.com/shift2unleashed Retrieved on May, 2011.
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