Buffer-based distributed rendering for ad-hoc cloud gaming

dc.contributorAalto-yliopistofi
dc.contributorAalto Universityen
dc.contributor.advisorAlhilal, Ahmad
dc.contributor.authorHuang, Yaojun
dc.contributor.schoolPerustieteiden korkeakoulufi
dc.contributor.schoolSchool of Scienceen
dc.contributor.supervisorSiekkinen, Matti
dc.date.accessioned2025-06-17T17:03:12Z
dc.date.available2025-06-17T17:03:12Z
dc.date.issued2025-05-24
dc.description.abstractThis thesis introduces a buffer-based hybrid distributed rendering systems for cloud-native gaming applications. Traditional cloud gaming relies on remote data centers for full-frame rendering, which often leads to high network latency and operation costs. Moreover, these systems can become inaccessible during network disruptions. With the increasing computational power of modern end-user devices, it is possible to organize these devices into a micro-cloud within a local network to collaboratively handle rendering tasks. This approach maximizes the use of idle resources, reduces latency, and improves rendering quality. Drawing inspiration from Ad-hoc Computing and utilizing the widely adopted deferred rendering technique in modern video game engines, this thesis presents a hybrid distributed rendering system that decentralizes the computation of intermediate rendering buffers, such as ambient occlusion, indirect illumination, and reflections, by offloading them to more capable devices within the local network. The computed buffers are subsequently streamed back to client device to augment the final rendering process. A prototype of the proposed system was developed using the Unity Engine and its Render Streaming package. The system was evaluated through both objective quality metrics and subjective visual analysis. Experimental results demonstrate the feasibility, potential, and visual benefits of this distributed rendering strategy. This work offers a foundational framework for future exploration and development of fully decentralized, buffer-based distributed rendering systems for cloud-native gaming.en
dc.format.extent58
dc.format.mimetypeapplication/pdfen
dc.identifier.urihttps://aaltodoc.aalto.fi/handle/123456789/136573
dc.identifier.urnURN:NBN:fi:aalto-202506174819
dc.language.isoenen
dc.programmeMaster's Programme in Computer, Communication and Information Sciencesen
dc.programme.majorSecurity and Cloud Computingen
dc.subject.keywordcloud gamingen
dc.subject.keyworddistributed renderingen
dc.subject.keywordhybrid renderingen
dc.subject.keywordstreamingen
dc.subject.keywordremote renderingen
dc.subject.keywordcomputer gamesen
dc.titleBuffer-based distributed rendering for ad-hoc cloud gamingen
dc.typeG2 Pro gradu, diplomityöfi
dc.type.ontasotMaster's thesisen
dc.type.ontasotDiplomityöfi
local.aalto.electroniconlyyes
local.aalto.openaccessno

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