TY - CONF
T1 - A classification of video games based on game characteristics linked to video coding complexity
AU - Martini, Maria G.
AU - Schmidt, Steven
AU - Barman, Nabajeet
AU - Möller, Sebastian
AU - Zadtootaghaj, Saman
N1 - Note: This work was supported by the European Union‘s Horizon 2020 research and innovation programme under Marie Skłodowska-Curie [grant number 643072] and German Research
Foundation (DFG) within project MO 1038/21-1. Published in Proceedings of the 2018 16th Annual Workshop on Network and Systems Support for Games (NetGames). Piscataway, U.S. : Institute of Electrical and Electronics Engineers, Inc. ISSN (online) 2156-8146 ISBN (electronic) 9781538660980.
PY - 2018
Y1 - 2018
N2 - Applications used for video streaming of gaming content have seen tremendous growth over the recent years as evident with the increasing popularity of services such as Twitch.tv and YouTubeGaming. Gaming video streaming encoding needs to be performed in real-time and thus has a strict set of encoding constraints. Therefore, many traditional encoding optimization methods such as multiple-pass encoding are not suitable for live gaming video streaming applications. The video quality of streaming services is highly content dependent. While this holds true also for conventional contents, there exist many characteristics of games that do not vary much over time. Therefore, such game-specific information can be exploited to optimize the encoding process. In this paper, we present a classification of games using characteristics such as the type of camera movement, texture details, and static areas of a scene. Using a database of gaming videos from different genres and complexity, we obtain clusters corresponding to the calculated quality values (VMAF). The derived gaming characteristics are then mapped to the quality classes to obtain a decision tree based game classification. We illustrate how the classification can be used for encoding bitrate selection and quality prediction.
AB - Applications used for video streaming of gaming content have seen tremendous growth over the recent years as evident with the increasing popularity of services such as Twitch.tv and YouTubeGaming. Gaming video streaming encoding needs to be performed in real-time and thus has a strict set of encoding constraints. Therefore, many traditional encoding optimization methods such as multiple-pass encoding are not suitable for live gaming video streaming applications. The video quality of streaming services is highly content dependent. While this holds true also for conventional contents, there exist many characteristics of games that do not vary much over time. Therefore, such game-specific information can be exploited to optimize the encoding process. In this paper, we present a classification of games using characteristics such as the type of camera movement, texture details, and static areas of a scene. Using a database of gaming videos from different genres and complexity, we obtain clusters corresponding to the calculated quality values (VMAF). The derived gaming characteristics are then mapped to the quality classes to obtain a decision tree based game classification. We illustrate how the classification can be used for encoding bitrate selection and quality prediction.
KW - Computer science and informatics
U2 - 10.1109/NetGames.2018.8463434
DO - 10.1109/NetGames.2018.8463434
M3 - Paper
T2 - 2018 16th Annual Workshop on Network and Systems Support for Games (NetGames)
Y2 - 12 June 2018 through 15 June 2018
ER -