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Jermyn Tanu

dblp:188/1179 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 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 networks
1 paper
Content delivery and video streaming · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Cloud and datacenter computing · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Content delivery and video streaming › interactive video streaming
game streaming
0.212016
SuperStreamer: Enabling Progressive Content Streaming in a Game Engine · ACM Multimedia 2016
Cloud and datacenter computing › cloud applications
cloud gaming
0.112016
SuperStreamer: Enabling Progressive Content Streaming in a Game Engine · ACM Multimedia 2016
YearPublicationVenuePosition
2016 SuperStreamer: Enabling Progressive Content Streaming in a Game Engine
abstract
This technical demonstration presents the SuperStreamer project, which enables progressive game assets streaming to players while games are played, reducing the startup time required to download and start playing a cloud-based game. SuperStreamer modifies a popular game engine, Unreal Engine 4, to support developing and playing games with progressive game asset streaming. With SuperStreamer, developers can mark the minimal set of files, containing only the game content essential to start playing the game. When a player plays the game, these minimal set of files will be downloaded to the player's device. SuperStreamer also generates low resolution textures automatically when a developer publishes a game, and these low resolution textures are transmitted first into the game client. As players move through a game level, high quality textures required for the game will be downloaded. In our demo game, we are able to decrease the time taken to startup and load the first game level by around 30%.
Yong Xue Eu, Jermyn Tanu, Justin Jieting Law, Muhammad Hanif B. Ghazali, Shuan Siang Tay, Wei Tsang Ooi, Anand Bhojan
ACM Multimedia2