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Wei Zhang 0086

dblp:10/4661-86 · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2017
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorSystems, architecture and hardware · 1Computer networks · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer architecture, parallel and distributed computing, and storage systems
3 papers
Cloud and datacenter computing · 62% GPUs and heterogeneous computing · 28% Memory systems · 9%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Cloud and datacenter computing › cloud applications
cloud gaming
0.732017
ShareRender: Bypassing GPU Virtualization to Enable Fine-grained Resource Sharing for Cloud Gaming · ACM Multimedia 2017
LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming · IEEE/ACM Trans. Netw. 2016
LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming · ACM Multimedia 2014
Cloud and datacenter computing › cloud applications
graphics streaming
0.422016
LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming · IEEE/ACM Trans. Netw. 2016
LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming · ACM Multimedia 2014
GPUs and heterogeneous computing
GPU sharing
0.312017
ShareRender: Bypassing GPU Virtualization to Enable Fine-grained Resource Sharing for Cloud Gaming · ACM Multimedia 2017
GPUs and heterogeneous computing › GPU resource management
GPU virtualization
0.312017
ShareRender: Bypassing GPU Virtualization to Enable Fine-grained Resource Sharing for Cloud Gaming · ACM Multimedia 2017
Memory systems › memory bandwidth
memory bandwidth optimization
0.212014
LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming · ACM Multimedia 2014
Cloud and datacenter computing › virtualization › virtual machine management
virtual machine scheduling
0.112017
ShareRender: Bypassing GPU Virtualization to Enable Fine-grained Resource Sharing for Cloud Gaming · ACM Multimedia 2017

Methods — techniques the papers use, named apart from their topics

intra-frame compression · 0.4inter-frame compression · 0.4caching · 0.4workload migration · 0.3online algorithm · 0.3
YearPublicationVenuePosition
2017 ShareRender: Bypassing GPU Virtualization to Enable Fine-grained Resource Sharing for Cloud Gaming
abstract
Cloud gaming is promising to provide high-quality game services by outsourcing game execution to cloud so that users can access games via thin clients (e.g., smartphones or tablets). However, existing cloud gaming systems su er from low GPU utilization in the virtualized environment. Moreover, GPU resources are scheduled in units of virtual machines (VMs) and this kind of coarse-grained scheduling at the VM-level fails to fully exploit GPU processing capacity. In this paper, we present ShareRender, a cloud gaming sys- tem that o oads graphics workloads within VMs directly to GPUs, bypassing GPU virtualization. For each game running in a VM, ShareRender starts a graphics wrapper to intercept frame rendering requests and assign them to render agents responsible for frame rendering on GPUs. Thanks to the exible workload assignment among multiple render agents, ShareRender enables ne-grained resource sharing at the frame-level to signi cantly improve GPU utilization. Further more, we design an online algorithm to determine workload assignment and migration of render agents, which considers the tradeo between minimizing the number of active server and low agent migration cost. We conduct experiments on real deployment and trace-driven simulations to evaluate the performance of ShareRender under di erent system settings. The results show that ShareRender outperforms the existing video-streaming-based cloud gaming system by over 4 times.
Wei Zhang 0086, Xiaofei Liao, Peng Li 0017, Hai Jin 0001, Li Lin 0001
ACM Multimedia1
2016 LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming
abstract
In cloud gaming systems, the game program runs at servers in the cloud, while clients access game services by sending input events to the servers and receiving game scenes via video streaming. In this paradigm, servers are responsible for all performance-intensive operations, and thus suffer from poor scalability. An alternative paradigm is called graphics streaming, in which graphics commands and data are offloaded to the clients for local rendering, thereby mitigating the server's burden and allowing more concurrent game sessions. Unfortunately, this approach is bandwidth-consuming, due to large amounts of graphic commands and geometry data. In this paper, we present LiveRender, an open-source gaming system that remedies the problem by implementing a suite of bandwidth optimization techniques including intraframe compression, interframe compression, and caching, establishing what we call compressed graphics streaming. Experiments results show that the new approach is able to reduce bandwidth consumption by 52%-73% compared to raw graphics streaming, with no perceptible difference in video quality and reduced response delay. Compared to the video streaming approach, LiveRender achieves a traffic reduction of 40%-90% with even improved video quality and substantially smaller response delay, while enabling higher concurrency at the server.
Xiaofei Liao, Li Lin 0001, Guang Tan, Hai Jin 0001, Xiaobin Yang, Wei Zhang 0086, Bo Li 0001
IEEE/ACM Trans. Netw.6
2014 HostoSink: A Collaborative Scheduling in Heterogeneous Environment
Xiaofei Liao, Xiaobao Xiang, Hai Jin 0001, Wei Zhang 0086, Feng Lu 0003
ICA3PP (1)4
2014 LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming
abstract
In cloud gaming systems, the game program runs at servers in the cloud, while clients access game services by sending input events to the servers and receiving game scenes via video streaming. In this paradigm, servers are responsible for all performance-intensive operations, and thus suffer from poor scalability. An alternative paradigm is called graphics streaming, in which graphics commands and data are offloaded to the clients for local rendering, thereby mitigating the server's burden and allowing more concurrent game sessions. Unfortunately, this approach is bandwidth consuming, due to large amounts of graphic commands and geometry data. In this paper, we present LiveRender, an open source gaming system that remedies the problem by implementing a suite of bandwidth optimization techniques including intra-frame compression, inter-frame compression, and caching, establishing what we call compressed graphics streaming. Experiments results show that the new approach is able to reduce bandwidth consumption by 52-73% compared to raw graphics streaming, with no perceptible difference in video quality and reduced response delay. Compared with the video streaming approach, LiveRender achieves a traffic reduction of 40-90% with even improved video quality and substantially smaller response delay, while enabling higher concurrency at the server.
Li Lin 0001, Xiaofei Liao, Guang Tan, Hai Jin 0001, Xiaobin Yang, Wei Zhang 0086, Bo Li 0001
ACM Multimedia6