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Sergey Grizan

dblp:129/5594 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2015
—ORCID · none

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

Systems, architecture and hardware · 1 · 1 first-authorComputer 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
1 paper
Cloud and datacenter computing · 100%
Computer networks
1 paper
Edge and fog computing · 50% Network performance modeling · 50%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Cloud and datacenter computing › cloud applications
cloud gaming
0.212015
Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud Gaming · MobiSys 2015
Edge and fog computing › latency minimization
low-latency interaction
0.112015
Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud Gaming · MobiSys 2015
Network performance modeling
round trip time
0.112015
Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud Gaming · MobiSys 2015

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

speculative execution · 0.4speculation · 0.4
YearPublicationVenuePosition
2015 dJay: enabling high-density multi-tenancy for cloud gaming servers with dynamic cost-benefit GPU load balancing
abstract
In cloud gaming, servers perform remote rendering on behalf of thin clients. Such a server must deliver sufficient frame rate (at least 30fps) to each of its clients. At the same time, each client desires an immersive experience, and therefore the server should also provide the best graphics quality possible to each client. Statically provisioning time slices of the server GPU for each client suffers from severe underutilization because clients can come and go, and scenes that the clients need rendered can vary greatly in terms of GPU resource usage over time.
Sergey Grizan, David Chu, Alec Wolman, Roger Wattenhofer
SoCC1
2015 Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud Gaming
abstract
Gaming on phones, tablets and laptops is very popular. Cloud gaming - where remote servers perform game execution and rendering on behalf of thin clients that simply send input and display output frames - promises any device the ability to play any game any time. Unfortunately, the reality is that wide-area network latencies are often prohibitive; cellular, Wi-Fi and even wired residential end host round trip times (RTTs) can exceed 100ms, a threshold above which many gamers tend to deem responsiveness unacceptable.
Kyungmin Lee, David Chu, Eduardo Cuervo Laffaye, Johannes Kopf 0001, Yury Degtyarev, Sergey Grizan, Alec Wolman, Jason Flinn
MobiSys6