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Congestion Control for Cloud Gaming over UDP based on Round-Trip Video Latency

On March 12th at 12:00, Room B-221.

The improvement of network infrastructures in recent years, mainly due to the proliferation of FTTX (Fiber To The X) deployments, which provide high-speed and symmetric bandwidth connections, has gone hand in hand with the growth of cloud services. Among the variety of services flowing through Internet, some of them are more demanding than others in terms of the objective QoS (Quality of Service) parameters. More importantly, but also more subjectively (which makes measuring more difficult), the QoE (Quality of Experience) for some interactive audio-visual services is very dependent on the total latency perceived by the user, and on the quality of the video displayed to her.

In this talk, the CG (Cloud Gaming) paradigm was explained, due to its strict requirements on delays and losses. The challenges in terms of video streaming congestion in the downstream channel were presented, as well as a congestion control algorithm for CG platforms based on UDP. This algorithm has been designed to minimise the contribution of the downstream transmission delay to the total, end-to-end latency in the interaction-perception loop. We started by defining the RTVL (Round-Trip Video Latency), continued with an explanation of both the congestion and adaptation models, and finished by showing the experimental results.

Alberto Alós received the Telecommunication Engineering degree (integrated BSc-MSc accredited by ABET) from the Universidad de Granada, Spain, in 2014. After few years working for telecom companies he joined to UPM’s Image Processing Group (GTI) in 2017. He is involved in issues related with video coding and dynamic bitrate control.