CONTENT-ADAPTIVE SIGNAL-TO NOISE-RATIO-GUIDED TWO-PASS VIDEO ENCODING FOR CLOUD GAMING
Techniques for encoding game content for real-time cloud-gaming, and more specifically to using an adaptive statistical model in a moving window of previous frames up to a current frame to adaptively compute a lower-bound of a quantization parameter (QP) that corresponds to a chosen peak signal to n...
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creator | Hong, Danny Tahasildar, Ramachandra Sukhanov, Alex Erkin, Beril Xie, Richard |
description | Techniques for encoding game content for real-time cloud-gaming, and more specifically to using an adaptive statistical model in a moving window of previous frames up to a current frame to adaptively compute a lower-bound of a quantization parameter (QP) that corresponds to a chosen peak signal to noise ratio (PSNR) target. The result of this PSNR-guided encoding is significantly reducing the size of encoded frames (i.e., undershooting a target bit rate when there are no subjective quality losses on those frames using their PSNR as the guidance). These reductions mitigate bandwidth issues and improve the overall user experience because less bits transferred results in faster network transmission and decoding, as well as less platform overhead. |
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The result of this PSNR-guided encoding is significantly reducing the size of encoded frames (i.e., undershooting a target bit rate when there are no subjective quality losses on those frames using their PSNR as the guidance). These reductions mitigate bandwidth issues and improve the overall user experience because less bits transferred results in faster network transmission and decoding, as well as less platform overhead.</abstract><oa>free_for_read</oa></addata></record> |
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subjects | AMUSEMENTS CARD, BOARD, OR ROULETTE GAMES ELECTRIC COMMUNICATION TECHNIQUE ELECTRICITY GAMES GAMES NOT OTHERWISE PROVIDED FOR HUMAN NECESSITIES INDOOR GAMES USING SMALL MOVING PLAYING BODIES PICTORIAL COMMUNICATION, e.g. TELEVISION SPORTS VIDEO GAMES |
title | CONTENT-ADAPTIVE SIGNAL-TO NOISE-RATIO-GUIDED TWO-PASS VIDEO ENCODING FOR CLOUD GAMING |
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