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Volumn , Issue , 2012, Pages 23-30

Game cloud design with virtualized CPU/GPU servers and initial performance results

Author keywords

Game benchmarking; Game cloud; Remote rendering; Scientific clouds; Virtual machines; Visualization

Indexed keywords

FRAME RATE; HIGH QUALITY; INTERACTIVE GAMING; LOCAL COMPUTER; PERFORMANCE GAIN; POTENTIAL APPLICATIONS; PRELIMINARY PERFORMANCE RESULTS; REMOTE RENDERING; TABLET COMPUTER; THIN CLIENTS; VIDEO GAME; VIRTUAL MACHINES;

EID: 84863894546     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/2287036.2287042     Document Type: Conference Paper
Times cited : (38)

References (21)
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  • 3
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    • Buyya, R.1
  • 4
    • 80051996994 scopus 로고    scopus 로고
    • Entertainment Software Association (ESA) the Report
    • st Century", the 2010 Report,http://www.theesa.com/facts/pdfs/ VideoGames21stCentury-2010.pdf
    • (2010) st Century
  • 11
    • 0242592238 scopus 로고    scopus 로고
    • Acceleration techniques for GPU-based volume rendering
    • Kruger, J. et al, 2003. "Acceleration Techniques for GPU-based Volume Rendering", IEEE Visualization, pp. 287 - 292.
    • (2003) IEEE Visualization , pp. 287-292
    • Kruger, J.1
  • 13
    • 79959723009 scopus 로고    scopus 로고
    • Developing cloud business models: A case study on cloud gaming
    • Ojala, A. et al., 2011. "Developing Cloud Business Models: A Case Study on Cloud Gaming, IEEE Software Magazine, pp. 42 - 47.
    • (2011) IEEE Software Magazine , pp. 42-47
    • Ojala, A.1
  • 17
    • 63149097273 scopus 로고    scopus 로고
    • Cloud computing's killer app: Gaming
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    • Ross, P.E.1
  • 18
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  • 19
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  • 20
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  • 21
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    • Rendering adaptation to address communication and computation constraints in cloud mobile gaming
    • Wang, S. et al., 2010. "Rendering Adaptation to Address Communication and Computation Constraints in Cloud Mobile Gaming", IEEE Globecom, pp. 1 - 6.
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    • Wang, S.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.