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Rhizome: utilizing the public cloud to provide 3D gaming infrastructure

Published: 18 March 2015 Publication History

Abstract

Motivated by our systematic study on the diverse aspects of migrating gaming services to a virtualized cloud environment, we designed and implemented a fully virtualized cloud gaming platform, Rhizome, utilizing the latest hardware support for both remote servers and local clients. Our platform takes the first step towards bridging online gaming systems and public clouds. To accomplish ultra-low latency and a low power consumption gaming experience, we further optimized Rhizome's thin-client configuration and its interaction modules. In this proposed demo, we demonstrate that gaming over a virtualized cloud can be made possible with careful optimization and integration of different modules. It also helps us reveal the critical challenges towards full-fledged deployment of gaming services over public virtualized cloud.

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Cited By

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  • (2024)Deep reinforcement learning based resource allocation in edge-cloud gamingMultimedia Tools and Applications10.1007/s11042-024-18337-283:26(67903-67926)Online publication date: 29-Jan-2024
  • (2023)Nimbus: Towards Latency-Energy Efficient Task Offloading for AR ServicesIEEE Transactions on Cloud Computing10.1109/TCC.2022.314661511:2(1530-1545)Online publication date: 1-Apr-2023
  • (2022)Improving Scalability, Sustainability and Availability via Workload Distribution in Edge-Cloud GamingProceedings of the 30th ACM International Conference on Multimedia10.1145/3503161.3548319(2987-2995)Online publication date: 10-Oct-2022
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    Published In

    cover image ACM Conferences
    MMSys '15: Proceedings of the 6th ACM Multimedia Systems Conference
    March 2015
    277 pages
    ISBN:9781450333511
    DOI:10.1145/2713168
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 18 March 2015

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    Author Tags

    1. cloud gaming
    2. graphics processing unit
    3. virtualization

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    • Demonstration

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    MMSys '15
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    MMSys '15: Multimedia Systems Conference 2015
    March 18 - 20, 2015
    Oregon, Portland

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    MMSys '15 Paper Acceptance Rate 12 of 41 submissions, 29%;
    Overall Acceptance Rate 176 of 530 submissions, 33%

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    Cited By

    View all
    • (2024)Deep reinforcement learning based resource allocation in edge-cloud gamingMultimedia Tools and Applications10.1007/s11042-024-18337-283:26(67903-67926)Online publication date: 29-Jan-2024
    • (2023)Nimbus: Towards Latency-Energy Efficient Task Offloading for AR ServicesIEEE Transactions on Cloud Computing10.1109/TCC.2022.314661511:2(1530-1545)Online publication date: 1-Apr-2023
    • (2022)Improving Scalability, Sustainability and Availability via Workload Distribution in Edge-Cloud GamingProceedings of the 30th ACM International Conference on Multimedia10.1145/3503161.3548319(2987-2995)Online publication date: 10-Oct-2022
    • (2022)Reinforcement Learning-Based Resource Partitioning for Improving Responsiveness in Cloud GamingIEEE Transactions on Computers10.1109/TC.2021.307087971:5(1049-1062)Online publication date: 1-May-2022
    • (2022)Edge-Computing-Assisted Virtual Reality Computation Offloading: An Empirical StudyIEEE Access10.1109/ACCESS.2022.320512010(95892-95907)Online publication date: 2022
    • (2021)Server Allocation for Massively Multiplayer Online Cloud Games Using Evolutionary OptimizationACM Transactions on Multimedia Computing, Communications, and Applications10.1145/343302717:2(1-23)Online publication date: 11-May-2021
    • (2021)Minimizing Play Request Rejection through Workload Splitting in Edge-Cloud Gaming2021 IEEE 27th International Conference on Parallel and Distributed Systems (ICPADS)10.1109/ICPADS53394.2021.00108(819-826)Online publication date: Dec-2021
    • (2020)Rendering Server Allocation for MMORPG Players in Cloud GamingProceedings of the 49th International Conference on Parallel Processing10.1145/3404397.3404463(1-11)Online publication date: 17-Aug-2020
    • (2020)CoterieProceedings of the Twenty-Fifth International Conference on Architectural Support for Programming Languages and Operating Systems10.1145/3373376.3378516(923-937)Online publication date: 9-Mar-2020
    • (2020)Furion: Engineering High-Quality Immersive Virtual Reality on Today's Mobile DevicesIEEE Transactions on Mobile Computing10.1109/TMC.2019.291336419:7(1586-1602)Online publication date: 1-Jul-2020
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