@article {23471,
	title = {Using a Commodity Hardware Video Encoder for Interactive Applications},
	journal = {International Journal of Multimedia Data Engineering and Management (IJMDEM)},
	volume = {6},
	year = {2015},
	month = {07/2015},
	pages = {17-31},
	publisher = {IGI Global},
	abstract = {Over the last years, video streaming has become one of the most dominant Internet services. Due to the increased availability of high-speed Internet access, multimedia services are becoming more interactive. Examples of such applications are both cloud gaming and systems where users can interact with high-resolution content. During the last few years, programmable hardware video encoders have been built into commodity hardware such as CPUs and GPUs. We evaluate one of these encoders in a scenario where we have individual streams delivered to the end users. Our results show that the visual video quality and the frame size of the hardware-based encoder are comparable to a software-based approach. To evaluate a complete system, we have implemented our proposed streaming pipeline into Quake III. We found that running the game on a remote server and streaming the video output to a client web browser located in a typical home environment is possible and enjoyable. The interaction latency is measured to be less than 90 ms, which is below what is reported for OnLive in a similar environment},
	issn = {1947-8534},
	doi = {10.4018/ijmdem.2015070102},
	author = {H{\r a}kon Kvale {Stensland} and Martin Alexander {Wilhelmsen} and Vamsidhar Reddy {Gaddam} and Mortensen, Asgeir and Langseth, Ragnar and Griwodz, Carsten and Halvorsen, P{\r a}l}
}
@misc {gtc2014,
	title = {Performance and Application of the NVIDIA NVENC H.264 Encoder},
	howpublished = {GPU Technology Conference 2014},
	year = {2014},
	month = {03/2014},
	publisher = {Nvidia},
	abstract = {This poster describes the delivery pipeline in the Bagadus soccer analysis system. The delivery pipeline takes a real-time stitched panorama video, and generates a personal virtual camera that can be controlled by the clients (end-users). An important component in this pipeline is the H.264 encoding of the personalized virtual view before delivery. By using Nvidia{\textquoteright}s NVENC hardware encoder, we are able to maintain the same visual quality as the software x264 encoder with a reduction in both CPU utilization and encode latency.},
	url = {http://on-demand.gputechconf.com/gtc/2014/poster/pdf/P4188_real-time_panorama_video_NVENC.pdf},
	author = {Martin Alexander {Wilhelmsen} and H{\r a}kon Kvale {Stensland} and Vamsidhar Reddy {Gaddam} and Halvorsen, P{\r a}l and Griwodz, Carsten}
}
@inproceedings {sport.2014-ism-short-nvenc,
	title = {Using a Commodity Hardware Video Encoder for Interactive Video Streaming},
	journal = {IEEE International Symposium on Multimedia (ISM 2014)},
	year = {2014},
	publisher = {IEEE},
	type = {Conference},
	abstract = {Over the last years, video streaming has become one of the most dominant Internet services. A trend now is that due to the increased availability of high-speed internet access, multimedia services are becoming more interactive and immersive. Examples of such applications are both cloud gaming and systems where users can interact with high-resolution content. Over the last few years, hardware video encoders have been built into commodity hardware. We evaluate one of these encoders in a scenario where we have individual streams delivered to the end users. Our results show that we can reduce almost half of the CPU time spent on video processing, while also greatly reducing the power consumption on the system. We also compare the visual video quality and the frame size of the hardware based encoder, and we find no significant difference compared to a software based approach.},
	author = {Martin Alexander {Wilhelmsen} and H{\r a}kon Kvale {Stensland} and Vamsidhar Reddy {Gaddam} and Mortensen, Asgeir and Langseth, Ragnar and Griwodz, Carsten and Halvorsen, P{\r a}l}
}
