3D Game Content Distributed Adaptation in Heterogeneous Environments
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Research Article 3D Game Content Distributed Adaptation in Heterogeneous Environments ´ 1 Marius Preda,2 Gauthier Lafruit,3 Paulo Villegas,4 and Robert-Paul Berretty5 Francisco Moran, 1 Grupo
de Tratamiento de Im´agenes, Universidad Polit´ecnica de Madrid, 28040 Madrid, Spain ´ ARTEMIS, Institut National des T´el´ecommunications, 91011 Evry, France 3 DESICS, Interuniversitair Micro Electronica Centrum, 3001 Leuven, Belgium 4 Telef´ onica Investigaci´on y Desarrollo, 47151 Boecillo, Spain 5 Philips Research, 5656 AE Eindhoven, The Netherlands 2 D´ epartement
Received 31 August 2006; Revised 9 January 2007; Accepted 5 July 2007 Recommended by Yap-Peng Tan Most current multiplayer 3D games can only be played on a single dedicated platform (a particular computer, console, or cell phone), requiring specifically designed content and communication over a predefined network. Below we show how, by using signal processing techniques such as multiresolution representation and scalable coding for all the components of a 3D graphics object (geometry, texture, and animation), we enable online dynamic content adaptation, and thus delivery of the same content over heterogeneous networks to terminals with very different profiles, and its rendering on them. We present quantitative results demonstrating how the best displayed quality versus computational complexity versus bandwidth tradeoffs have been achieved, given the distributed resources available over the end-to-end content delivery chain. Additionally, we use state-of-the-art, standardised content representation and compression formats (MPEG-4 AFX, JPEG 2000, XML), enabling deployment over existing infrastructure, while keeping hooks to well-established practices in the game industry. Copyright © 2007 Francisco Mor´an et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
1.
INTRODUCTION
OLGA (www.ist-olga.org) is the short name of a Specific Targeted REsearch Project (STREP) partially funded, from April 2004 to September 2006, by the European Commission under the Information Society Technologies priority of its Sixth Framework Programme. Its full name comes from its aim: to develop “a unified scalable framework for On-Line GAming.” The core of the research carried within OLGA, and presented in this paper, was on the challenging topic of 3D game content distributed adaptation in heterogeneous environments. Multiplatform online gaming is an excellent scenario to prove the potential benefits of 4D (animated 3D) content adaptation in the current multimedia world, which still suffers from “platform-centricness” and craves for “user-centricness” and interoperability, despite technological progress over recent years. Indeed, the terminal and network heterogeneity characterising online games make them the perfect example of a completely platform-centric multimedia application:
(i) game developers must tailor content
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