ETSI TR 102 794-2010 Media Content Distribution (MCD) 3D Gaming Graphics Delivery Overview (V1 1 1)《媒体内容分配(MCD) 3D游戏图形交付概述(版本1 1 1)》.pdf
《ETSI TR 102 794-2010 Media Content Distribution (MCD) 3D Gaming Graphics Delivery Overview (V1 1 1)《媒体内容分配(MCD) 3D游戏图形交付概述(版本1 1 1)》.pdf》由会员分享,可在线阅读,更多相关《ETSI TR 102 794-2010 Media Content Distribution (MCD) 3D Gaming Graphics Delivery Overview (V1 1 1)《媒体内容分配(MCD) 3D游戏图形交付概述(版本1 1 1)》.pdf(20页珍藏版)》请在麦多课文档分享上搜索。
1、 ETSI TR 102 794 V1.1.1 (2010-12)Technical Report Media Content Distribution (MCD);3D Gaming Graphics Delivery OverviewETSI ETSI TR 102 794 V1.1.1 (2010-12) 2Reference DTR/MCD-00010 Keywords content, transport, protocol ETSI 650 Route des Lucioles F-06921 Sophia Antipolis Cedex - FRANCE Tel.: +33 4
2、92 94 42 00 Fax: +33 4 93 65 47 16 Siret N 348 623 562 00017 - NAF 742 C Association but non lucratif enregistre la Sous-Prfecture de Grasse (06) N 7803/88 Important notice Individual copies of the present document can be downloaded from: http:/www.etsi.org The present document may be made available
3、 in more than one electronic version or in print. In any case of existing or perceived difference in contents between such versions, the reference version is the Portable Document Format (PDF). In case of dispute, the reference shall be the printing on ETSI printers of the PDF version kept on a spec
4、ific network drive within ETSI Secretariat. Users of the present document should be aware that the document may be subject to revision or change of status. Information on the current status of this and other ETSI documents is available at http:/portal.etsi.org/tb/status/status.asp If you find errors
5、 in the present document, please send your comment to one of the following services: http:/portal.etsi.org/chaircor/ETSI_support.asp Copyright Notification No part may be reproduced except as authorized by written permission. The copyright and the foregoing restriction extend to reproduction in all
6、media. European Telecommunications Standards Institute 2010. All rights reserved. DECTTM, PLUGTESTSTM, UMTSTM, TIPHONTM, the TIPHON logo and the ETSI logo are Trade Marks of ETSI registered for the benefit of its Members. 3GPPTM is a Trade Mark of ETSI registered for the benefit of its Members and o
7、f the 3GPP Organizational Partners. LTE is a Trade Mark of ETSI currently being registered for the benefit of its Members and of the 3GPP Organizational Partners. GSM and the GSM logo are Trade Marks registered and owned by the GSM Association. ETSI ETSI TR 102 794 V1.1.1 (2010-12) 3Contents Intelle
8、ctual Property Rights 4g3Foreword . 4g3Introduction 4g31 Scope 5g32 References 5g32.1 Normative references . 5g32.2 Informative references 5g33 Definitions and abbreviations . 7g33.1 Definitions 7g33.2 Abbreviations . 8g34 Use case(s) and high level requirements 8g34.1 Primary use case . 8g34.2 High
9、 level requirements . 9g34.2.1 Minimize input lag 9g34.2.2 Maximize image quality and framerate 10g34.2.3 Allow Scalability 11g34.2.4 Maximize availability . 11g34.2.5 Distribution of game processing resources . 11g34.2.6 Reuse existing infrastructure. 11g34.2.7 Support for a variety of devices 11g3
10、4.2.8 Authentication and security 11g35 Solution approaches for delivery of 3D output of games . 12g35.1 Streaming 3D graphics primitives 12g35.1.1 Main concept 12g35.1.2 Benefits/Drawbacks of this approach . 12g35.2 Streaming Video . 13g35.2.1 Main concept 13g35.2.2 Benefits/Drawbacks of this appro
11、ach . 14g35.3 Transport of 3D models 14g35.3.1 Main concept 14g35.3.2 Benefits/Drawbacks of this approach . 15g35.4 Progressive transport of adaptive 3D models . 15g35.4.1 Main concept 15g35.4.2 Benefits/Drawbacks of this approach . 16g36 Overview of existing standards 17g37 Conclusions and recommen
12、dations 19g3History 20g3ETSI ETSI TR 102 794 V1.1.1 (2010-12) 4Intellectual Property Rights IPRs essential or potentially essential to the present document may have been declared to ETSI. The information pertaining to these essential IPRs, if any, is publicly available for ETSI members and non-membe
13、rs, and can be found in ETSI SR 000 314: “Intellectual Property Rights (IPRs); Essential, or potentially Essential, IPRs notified to ETSI in respect of ETSI standards“, which is available from the ETSI Secretariat. Latest updates are available on the ETSI Web server (http:/webapp.etsi.org/IPR/home.a
14、sp). Pursuant to the ETSI IPR Policy, no investigation, including IPR searches, has been carried out by ETSI. No guarantee can be given as to the existence of other IPRs not referenced in ETSI SR 000 314 (or the updates on the ETSI Web server) which are, or may be, or may become, essential to the pr
15、esent document. Foreword This Technical Report (TR) has been produced by ETSI Technical Committee Media Content Distribution (MCD). The main purpose of the present document is to provide an overview of the topic of 3D Gaming Graphics Delivery. The present document is meant to create an ETSI MCD view
16、 on this topic, and includes use cases, high-level requirements, an overview of potential solutions and a gap analysis. The present documents conclusions should assist in the definition of new Work Item(s) for actual standardization, provided this is necessary and ETSI MCD is the right body. Introdu
17、ction By 2010, there will be over 420 million broadband households worldwide. With the standard set for super-high speed, always-on connectivity, the way people view entertainment has fundamentally changed and created a new standard for consumption. Consumers no longer expect their internet access t
18、o be only from a desktop PC, now they want it through the TV in the living room or in the palm of their hand, inside the house and on the go. Video games are officially a mainstream leisure time activity, and consumers are increasingly demanding their entertainment to be fully networked and availabl
19、e over multiple platforms. Digital distribution of games is growing and is becoming a common way to acquire games. Several game publishers and game retailers are using this model as a way to reach consumers. The main deployment model being used at the moment of writing the present document is where
20、an end consumer buys the game online after which the game executable and (parts of) the game data are downloaded to his PC or game console, using a run-time environment that protects the game from being copied. Consumer electronics devices, such as set-top boxes, TVs, mobile phones and Netbook PCs a
21、re not considered real gaming devices, since they lack the necessary CPU power, graphical performance and memory/storage capacity. So a download distribution model of 3D games is not very likely to be a viable way to reach consumer electronics devices. Also, there is a large catalogue of existing ga
22、mes that simply are not written with these platforms in mind. In order to play 3D games on this kind of devices a streaming model is more appropriate. So, instead of downloading the game to the end user device, the game is executed on a high-performance server, after which the game output is streame
23、d to the client. Discussion about the nature and content of what is exchanged between servers and clients constitutes the topic of the present document. Several technical solutions could be possible. The present document will describe the benefits and drawbacks of several of these technical solution
24、s. The end goal of this work is to standardize the protocol(s) needed for streaming the game output to a client. The present document is meant to create an ETSI MCD view on this topic, and includes use cases, high-level requirements, an overview of potential solutions and a gap analysis to see which
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