LiveRender

Author:

Lin Li1,Liao Xiaofei1,Tan Guang2,Jin Hai1,Yang Xiaobin1,Zhang Wei1,Li Bo3

Affiliation:

1. Huazhong University of Science and Technology, Wuhan, China

2. Chinese Academy of Sciences, Shenzhen, China

3. Hong Kong University of Science and Technology, Hongkong, China

Funder

Ministry of Science and Technology of the People's Republic of China

National Natural Science Foundation of China

Publisher

ACM

Reference28 articles.

1. OnLive lost: how the paradise of streaming games was undone by one man's ego. http://www.theverge.com/2012/8/28/3274739/onlive-report 2012. OnLive lost: how the paradise of streaming games was undone by one man's ego. http://www.theverge.com/2012/8/28/3274739/onlive-report 2012.

2. The state of the internet. http://www.akamai.com/dl/akamai/akamai-soti-q313.pdf?WT.mc_id=soti_Q313 2013. The state of the internet. http://www.akamai.com/dl/akamai/akamai-soti-q313.pdf?WT.mc_id=soti_Q313 2013.

3. CastleStorm. http://www.castlestormgame.com/ 2014. CastleStorm. http://www.castlestormgame.com/ 2014.

4. Ciinow. http://www.ciinow.com/ 2014. Ciinow. http://www.ciinow.com/ 2014.

5. Direct3D. http://en.wikipedia.org/wiki/Direct3D 2014. Direct3D. http://en.wikipedia.org/wiki/Direct3D 2014.

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1. Enhancing Cloud Gaming Experience through Optimized Virtual Machine Placement: A Comprehensive Review;Journal of Network and Systems Management;2024-08-24

2. The research of streaming compression methods on cloud-rendering systems;International Conference on Algorithms, High Performance Computing, and Artificial Intelligence (AHPCAI 2023);2023-12-07

3. rShare: Alleviating long startup on the Cloud-rendering platform through de-systemization;Journal of Systems Architecture;2023-12

4. Cloud Gaming and Virtual Machine Placement: A Comprehensive Survey;2023

5. QoS and QoE aware multi objective resource allocation algorithm for cloud gaming;Journal of High Speed Networks;2021-07-07

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