Computacion grafica

Páginas: 21 (5139 palabras) Publicado: 19 de septiembre de 2010
A Simple Architecture for Digital Games on Demand using low Performance Resources under a Cloud Computing Paradigm

Abstract
Cloud computing is becoming an increasingly viable source of low cost computing power for developers and users in diverse areas. Services from the creation of presentations, spreadsheets and text processing, to picture and video editing, and more recently highperformance scientific computing are some examples of systems currently available in the cloud. While these applications are typically executed in the form of batch jobs, responsiveness or timeliness is not usually an issue. Executing interactive applications, i.e. applications that require real time responsiveness in the cloud, however, is more challenging and still not so common in this environment. Thiswork proposes and evaluates the feasibility of building a simple off-theshelf architecture for an on demand gaming service. Our proposal consists on running an appropriate remote server in the cloud so that the client need only perform a few basic tasks, such as reading user input and displaying the resulting game screens. Consequently, even low-power computing systems, such as mobile devices ordigital TV setup boxes, can have access to sophisticated graphic rich or complex games, since most of the processing is performed remotely. Keywords: networks cloud computing, games, computer The splitting of the processing of a game in two parts: the client - responsible for reading the user's commands and display the game’s graphical output and a server - responsible for most of the processingsuch as generation of graphics, modeling of physical processes and artificial intelligence - might be expected to minimize the problems relating from the correlation between processing power and technical qualities. The games are being processed on servers controlled by the service provider and client devices need only basic computer capacity and a network access to play. Of course, now anadditional component - communication across the network - will also affect performance. Today, almost all computational devices come with wireless connectivity, e.g. WiFi, GSM, and telecommunication companies have been steadily increasing their backbone bandwidth capacity to support new applications such as digital TV. The concepts of cloud computing [Armbrust et al, 2009] can be applied to build aclient/server game infrastructure, where a player consumes a service available in the cloud that is able to manage all system components, performing access control, establishing communication between the client and server, managing the hardware resources, software available and so on. This work aims to explore the concept of cloud computing applied to the use of digital games as a service. It is intendedto study the feasibility of running games remotely, through a cloud computing architecture, and display the result to the user in real time. Also, within the scope of this work is the manipulation of virtual machines that are initiated and finalized in accordance with the requirements of the system to provide on demand services to new customers. The following aspects were studied in the contextof this work: the design of a service management system for the execution of multiple types of digital games, including the management and manipulation of virtual machines on demand; the construction of a service capable of behaving like a game server in the cloud; and building a game client capable of soliciting and receiving the outcome of the game rendered in the cloud, displaying it to theuser, and receiving and transmitting interactions with the user. This paper is organized as follows: Section 2 presents an brief overview of the little related work encountered; in Section 3, we describe some concepts of cloud computing, while Section 4 details the development of the various system components

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1. Introduction
Today, digital games reach further than just...
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