Content-Aware Video Encoding for Cloud Gaming
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Copyright by Jian He 2020 the Dissertation Committee for Jian He Certifies That This Is the Approved Version of the Following Dissertation
Copyright by Jian He 2020 The Dissertation Committee for Jian He certifies that this is the approved version of the following dissertation: Empowering Video Applications for Mobile Devices Committee: Lili Qiu, Supervisor Mohamed G. Gouda Aloysius Mok Xiaoqing Zhu Empowering Video Applications for Mobile Devices by Jian He DISSERTATION Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY THE UNIVERSITY OF TEXAS AT AUSTIN May 2020 Acknowledgments First and foremost, I want to thank my advisor Prof. Lili Qiu, for the support and guidance I have received over the past few years. I appreciate all her contributions of time, ideas and funding to make my Ph.D. experience productive and stimulating. The enthusiasm she has for her research signifi- cantly motivated to concentrate on my research especially during tough times in my Ph.D. pursuit. She taught me how to crystallize ideas into solid and fancy research works. I definitely believe that working with her will help me have a more successful career in the future. I also want to thank all the members in my dissertation committee, Prof. Mohamed G. Gouda, Prof. Aloysius Mok and Dr. Xiaoqing Zhu. I owe many thanks to them for their insightful comments on my dissertation. I was very fortunate to collaborate with Wenguang Mao, Mubashir Qureshi, Ghufran Baig, Zaiwei Zhang, Yuchen Cui, Sangki Yun, Zhaoyuan He, Chenxi Yang, Wangyang Li and Yichao Chen on many interesting works. They always had time and passion to devote to my research projects. -
GPU Developments 2018
GPU Developments 2018 2018 GPU Developments 2018 © Copyright Jon Peddie Research 2019. All rights reserved. Reproduction in whole or in part is prohibited without written permission from Jon Peddie Research. This report is the property of Jon Peddie Research (JPR) and made available to a restricted number of clients only upon these terms and conditions. Agreement not to copy or disclose. This report and all future reports or other materials provided by JPR pursuant to this subscription (collectively, “Reports”) are protected by: (i) federal copyright, pursuant to the Copyright Act of 1976; and (ii) the nondisclosure provisions set forth immediately following. License, exclusive use, and agreement not to disclose. Reports are the trade secret property exclusively of JPR and are made available to a restricted number of clients, for their exclusive use and only upon the following terms and conditions. JPR grants site-wide license to read and utilize the information in the Reports, exclusively to the initial subscriber to the Reports, its subsidiaries, divisions, and employees (collectively, “Subscriber”). The Reports shall, at all times, be treated by Subscriber as proprietary and confidential documents, for internal use only. Subscriber agrees that it will not reproduce for or share any of the material in the Reports (“Material”) with any entity or individual other than Subscriber (“Shared Third Party”) (collectively, “Share” or “Sharing”), without the advance written permission of JPR. Subscriber shall be liable for any breach of this agreement and shall be subject to cancellation of its subscription to Reports. Without limiting this liability, Subscriber shall be liable for any damages suffered by JPR as a result of any Sharing of any Material, without advance written permission of JPR. -
Transcoding SDK Combine Your Encoding Presets Into a Single Tool
DATASHEET | Page 1 Transcoding SDK Combine your encoding presets into a single tool MainConcept Transcoding SDK is an all-in-one production tool offering HOW DOES IT WORK? developers the ability to manage multiple codecs and parameters in one • Transcoding SDK works as an place. This streamlined SDK supports the latest encoders and decoders additional layer above MainConcept from MainConcept, including HEVC/H.265, AVC/H.264, DVCPRO, and codecs. MPEG-2. The transcoder generates compliant streams across different • The easy-to-use API replaces the devices, media types, and camcorder formats, and includes support for need to set conversion parameters MPEG-DASH and Apple HLS adaptive bitstream formats. Compliance manually by allowing you to configure ensures content is delivered that meets each unique specification. the encoders with predefined profiles, letting the transcoding engine take Transcoding SDK was created to simplify the workflow for developers care of the rest. who frequently move between codecs and output to a multitude of • If needed, manual control of the configurations. conversion process is supported, including source/target destinations, export presets, transcoding, and filter AVAILABLE PACKAGES parameters. HEVC/H.265 HEVC/H.265 encoder for creating HLS, DASH-265, and other ENCODER PACKAGE generic 8-bit/10-bit 4:2:0 and 4:2:2 streams in ES, MP4 and TS file formats. Includes hardware encoding support using Intel Quick KEY FEATURES Sync Video (IQSV) and NVIDIA NVENC (including Hybrid GPU) for Windows and Linux. • Integrated SDKs for fast deployment HEVC/H.265 SABET HEVC/H.265 encoder package plus Smart Adaptive Bitrate Encod- of transcoding tools ENCODER PACKAGE ing Technology (SABET). -
MSI Afterburner V4.6.4
MSI Afterburner v4.6.4 MSI Afterburner is ultimate graphics card utility, co-developed by MSI and RivaTuner teams. Please visit https://msi.com/page/afterburner to get more information about the product and download new versions SYSTEM REQUIREMENTS: ...................................................................................................................................... 3 FEATURES: ............................................................................................................................................................. 3 KNOWN LIMITATIONS:........................................................................................................................................... 4 REVISION HISTORY: ................................................................................................................................................ 5 VERSION 4.6.4 .............................................................................................................................................................. 5 VERSION 4.6.3 (PUBLISHED ON 03.03.2021) .................................................................................................................... 5 VERSION 4.6.2 (PUBLISHED ON 29.10.2019) .................................................................................................................... 6 VERSION 4.6.1 (PUBLISHED ON 21.04.2019) .................................................................................................................... 7 VERSION 4.6.0 (PUBLISHED ON -
Processing Multimedia Workloads on Heterogeneous Multicore Architectures
Doctoral Dissertation Processing Multimedia Workloads on Heterogeneous Multicore Architectures H˚akon Kvale Stensland February 2015 Submitted to the Faculty of Mathematics and Natural Sciences at the University of Oslo in partial fulfilment of the requirements for the degree of Philosophiae Doctor © Håkon Kvale Stensland, 2015 Series of dissertations submitted to the Faculty of Mathematics and Natural Sciences, University of Oslo No. 1601 ISSN 1501-7710 All rights reserved. No part of this publication may be reproduced or transmitted, in any form or by any means, without permission. Cover: Hanne Baadsgaard Utigard. Printed in Norway: AIT Oslo AS. Produced in co-operation with Akademika Publishing. The thesis is produced by Akademika Publishing merely in connection with the thesis defence. Kindly direct all inquiries regarding the thesis to the copyright holder or the unit which grants the doctorate. Abstract Processor architectures have been evolving quickly since the introduction of the central processing unit. For a very long time, one of the important means of increasing per- formance was to increase the clock frequency. However, in the last decade, processor manufacturers have hit the so-called power wall, with high heat dissipation. To overcome this problem, processors were designed with reduced clock frequencies but with multiple cores and, later, heterogeneous processing elements. This shift introduced a new challenge for programmers: Legacy applications, written without parallelization in mind, gain no benefits from moving to multicore and heterogeneous architectures. Another challenge for the programmers is that heterogeneous architecture designs are very different with respect to caches, memory types, execution unit organization, and so forth and, in the worst case, a programmer must completely rewrite the application to obtain the best performance on the new architecture. -
Mechdyne-TGX-2.1-Installation-Guide
TGX Install Guide Version 2.1.3 Mechdyne Corporation March 2021 TGX INSTALL GUIDE VERSION 2.1.3 Copyright© 2021 Mechdyne Corporation All Rights Reserved. Purchasers of TGX licenses are given limited permission to reproduce this manual, provided the copies are for their use only and are not sold or distributed to third parties. All such copies must contain the title page and this notice page in their entirety. The TGX software program and accompanying documentation described herein are sold under license agreement. Their use, duplication, and disclosure are subject to the restrictions stated in the license agreement. Consistent with FAR 12.211 and 12.212, Commercial Computer Software, Computer Software Documentation, and Technical Data for Commercial Items are licensed to the U.S. Government under vendor's standard commercial license. This publication is provided “as is” without warranty of any kind, either express or implied, including, but not limited to, the implied warranties of merchantability, fitness for a particular purpose, or non- infringement. Any Mechdyne Corporation publication may include inaccuracies or typographical errors. Changes are periodically made to these publications, and changes may be incorporated in new editions. Mechdyne may improve or change its products described in any publication at any time without notice. Mechdyne assumes no responsibility for and disclaims all liability for any errors or omissions in this publication. Some jurisdictions do not allow the exclusion of implied warranties, so the above exclusion may not apply. TGX is a trademark of Mechdyne Corporation. Windows® is registered trademarks of Microsoft Corporation. Linux® is registered trademark of Linus Torvalds. -
Cloud Gaming: a Qoe Study of Fast-Paced Single-Player and Multiplayer Games Molnspelande: En Qoe Studie Med Fokus På Snabba Single- Player Och Multiplayer Spel
Linköping University | Department of Computer and Information Science Bachelor’s thesis, 16 ECTS | Computer Science 2020 | LIU-IDA/LITH-EX-G--20/062--SE Cloud Gaming: A QoE Study of Fast-paced Single-player and Multiplayer Games Molnspelande: En QoE Studie med Fokus på Snabba Single- player och Multiplayer Spel Sebastian Flinck Lindström Markus Wetterberg Supervisor : Niklas Carlsson Examiner : Marcus Bendtsen Linköpings universitet SE–581 83 Linköping +46 13 28 10 00 , www.liu.se Upphovsrätt Detta dokument hålls tillgängligt på Internet - eller dess framtida ersättare - under 25 år från publicer- ingsdatum under förutsättning att inga extraordinära omständigheter uppstår. Tillgång till dokumentet innebär tillstånd för var och en att läsa, ladda ner, skriva ut enstaka ko- pior för enskilt bruk och att använda det oförändrat för ickekommersiell forskning och för undervis- ning. Överföring av upphovsrätten vid en senare tidpunkt kan inte upphäva detta tillstånd. All annan användning av dokumentet kräver upphovsmannens medgivande. För att garantera äktheten, säker- heten och tillgängligheten finns lösningar av teknisk och administrativ art. Upphovsmannens ideella rätt innefattar rätt att bli nämnd som upphovsman i den omfattning som god sed kräver vid användning av dokumentet på ovan beskrivna sätt samt skydd mot att dokumentet ändras eller presenteras i sådan form eller i sådant sammanhang som är kränkande för upphovsman- nens litterära eller konstnärliga anseende eller egenart. För ytterligare information om Linköping University Electronic Press se förlagets hemsida http://www.ep.liu.se/. Copyright The publishers will keep this document online on the Internet - or its possible replacement - for a period of 25 years starting from the date of publication barring exceptional circumstances. -
Annual Report 2017 Iab Annual Report 2017
ANNUAL REPORT 2017 IAB ANNUAL REPORT 2017 dynamic creative powerhouses apply their storytelling expertise to build marketers’ brands. Similarly, the 2017 IAB Leadership Dialogues were a first-ever Building 21st Century Brands: series of discussions with transformative leaders in business, politics, economics, and technology to gain The Race to the New Economy insights from and debate critical industry, political, and economic issues with each other. A cross-screen economy requires new standards and ife in America in 2017 was lived inside a series a time. These direct brands—as well as the incumbents guidelines to grow the marketplace, and IAB and the of paradoxes, all of them balanced on one side that join their club—are the growth engine of the new L IAB Tech Lab introduced the completely revamped by the ongoing economic boom, characterized by brand economy. IAB Standard Ad Unit Portfolio, featuring dynamic a bull market now in its 10th year. We had political more than 14,800 digital media professionals Adapting to this new landscape is not optional either: ads that allow for flexible creative on a multitude turmoil … and economic boom. Populist revolt … have advanced through the IAB Certification Two-thirds of consumers now expect direct brand of screen sizes and resolution capabilities and that and economic boom. Immigration mania … and Programs and Professional Development initiatives. connectivity. puts user experience front and center. Another major economic boom. Media disruption … and economic accelerator for growth is a trustworthy supply chain. An emerging economy and fast-changing media boom. Retail apocalypse … and economic boom. THE WORLD HAS SHIFTED FROM AN A major initiative for the Tech Lab in this area was INDIRECT BRAND ECONOMY TO A landscape also requires an active eye on policy, and In the digital media and marketing industries, we DIRECT BRAND ECONOMY. -
NVIDIA GRID™ Virtual PC and Virtual Apps
NVIDIA VIRTUAL PC AND VIRTUAL APPS GPU-ACCELERATED PERFORMANCE FOR THE VIRTUAL ENTERPRISE Desktop virtualization has been around for many Reason 1: Flexible Workers Require a years, but some organizations still struggle to Seamless Experience deliver a user experience that stands up to what As organizations form return to work plans, workers have enjoyed on physical PCs. Remote it is clear that remote work will be part of the offices, virtual collaboration, and fast access long term solution. By allowing employees to seamlessly transition between the office and to information, coupled with the rising use of home, organizations are adopting the flexible modern, graphics-intensive applications, make office model. User experience has become more GPUs more relevant than ever. important than ever. Video collaboration, as well as simple productivity applications found in Microsoft NVIDIA® Virtual PC (vPC) and Virtual Apps (vApps) Windows 10 (Win 10), Office 365, web browsers, and improve virtual desktops and applications for streaming video can benefit from GPU acceleration. every user, with proven performance built on NVIDIA GPUs for exceptional productivity, security, and IT manageability. The virtualization software divides NVIDIA GPU resources, so the GPU can be 82% of organizations shared across multiple virtual machines running have the option of any application. working remotely. Here are three powerful reasons to deploy vPC and vApps in your data center. Traditional desktop and laptop PCs boost application performance with embedded or integrated GPUs. NVIDIA VIRTUAL PC AND VIRTUAL APPS | SOlutiON OvERVIEW | SEP21 However, when making the transition from physical to Reason 3: There Are More Users to Support virtual, IT has traditionally left the computer graphics Than Ever Before burden—such as from DirectX and OpenGL workloads Today’s virtual desktops and applications require and video streaming—to be handled by a server CPU. -
Volume 2 – Vidéo Sous Linux
Volume 2 – Vidéo sous linux Installation des outils vidéo V6.3 du 20 mars 2020 Par Olivier Hoarau ([email protected]) Vidéo sous linux Volume 1 - Installation des outils vidéo Volume 2 - Tutoriel Kdenlive Volume 3 - Tutoriel cinelerra Volume 4 - Tutoriel OpenShot Video Editor Volume 5 - Tutoriel LiVES Table des matières 1 HISTORIQUE DU DOCUMENT................................................................................................................................4 2 PRÉAMBULE ET LICENCE......................................................................................................................................4 3 PRÉSENTATION ET AVERTISSEMENT................................................................................................................5 4 DÉFINITIONS ET AUTRES NOTIONS VIDÉO......................................................................................................6 4.1 CONTENEUR................................................................................................................................................................6 4.2 CODEC.......................................................................................................................................................................6 5 LES OUTILS DE BASE POUR LA VIDÉO...............................................................................................................7 5.1 PRÉSENTATION.............................................................................................................................................................7 -
Cloud Gaming Исследование Облачного Гейминга В России
Cloud Исследованиеgaming облачногоИюль 2020 гейминга в России Июль 2020 1 Введение Видеоигры занимают заметное место в списке развлечений современной аудитории. Тридцать лет назад мало кто мог представить, что бюджет современной видеоигры будет сопоставим с бюджетом мирового блокбастера, появятся игровые спортивные дисциплины с миллионами фанатов, а общее число геймеров по всему миру достигнет 2,5 млрд человек. Экосистема видеоигр расширяется: появляется музыкальный и видеоконтент, проводятся концерты мировых звезд, создаются сообщества игроков. Даже решения для обучения и профессиональной деятельности становятся частью игровых платформ. В то же время с развитием технологий и сменой поколений игроков на рынке видеоигр грядут перемены, которые могут кардинально изменить форму потребления и весь пользовательский опыт, так же как ОТТ-сервисы преобразовали способ просмотра фильмов, а музыкальные стриминговые сервисы — способ слушать музыку. Причиной этих кардинальных изменений может стать технология облачного гейминга (cloud gaming), которую стали использовать крупнейшие технологические корпорации мира в новых игровых продуктах. Благодаря запуску таких сервисов, как Sony PlayStation Now, Google Stadia и GeForce Now, к облачному геймингу стали проявлять больше доверия и внимания, о запуске своих облачных игровых платформ заявили компании Microsoft, Electronic Arts, Nintendo, Amazon и Tencent. Команда индустрии медиа и развлечений PwC Россия совместно с командой сервиса GFN.RU — партнером NVIDIA в развитии сервиса GeForce NOW в России и СНГ, рады представить первое исследование российского рынка облачного гейминга, в котором мы рассмотрели следующие вопросы: • тренды и динамику развития глобального рынка; • особенности российского рынка и его драйверы роста; • экосистему российского рынка облачного гейминга; • портрет российской аудитории облачного гейминга; • анализ качества передачи данных для облачного гейминга и влияющие на нее факторы. Также мы поделились экспертным мнением о состоянии индустрии облачного гейминга. -
Remote Play - Wikipedia Case 1:19-Cv-07529-DLC Document 28-4 Filed 10/14/19 Page 2 of 9
Case 1:19-cv-07529-DLC Document 28-4 Filed 10/14/19 Page 1 of 9 EXHIBIT D Remote Play - Wikipedia Case 1:19-cv-07529-DLC Document 28-4 Filed 10/14/19 Page 2 of 9 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Remote Play From Wikipedia, the free encyclopedia Main page Remote Play is a feature of Sony video game Contents Remote Play Featured content consoles that allows the PlayStation 3 and Current events PlayStation 4 to transmit its video and audio Random article output to another device; previously this could Donate to Wikipedia only be a PlayStation Portable or PlayStation Vita. Wikipedia store In 2014, it was expanded to include the use of Interaction PlayStation TV, Xperia smartphones and tablets Help (Z2 and later), and PlayStation Now. In 2016, it About Wikipedia was expanded to Microsoft Windows PCs and Community portal macOS. Finally, iOS and Android are supported. Recent changes Similar functionality is provided on Nintendo's Wii Contact page U console, using the Off-TV Play function. This Developer(s) Sony Interactive Tools feature essentially allows compatible home Entertainment What links here console games to be played on the handheld. Initial release 2006; 13 years ago Related changes While seldom implemented on PS3, Remote Play Stable release(s) [±] Upload file is a mandatory feature on all PS4 games, except Special pages Windows 2.5 / October 2, 2017; 2 years [1] Permanent link for games that utilize peripherals such as PC ago Page information PlayStation Move. Android 2.5.0