The Visual Computer

, Volume 35, Issue 12, pp 1827–1840 | Cite as

An asynchronous method for cloud-based rendering

  • Keith BugejaEmail author
  • Kurt Debattista
  • Sandro Spina
Original Article


Interactive high-fidelity rendering is still unachievable on many consumer devices. Cloud gaming services have shown promise in delivering interactive graphics beyond the individual capabilities of user devices. However, a number of shortcomings are manifest in these systems: high network bandwidths are required for higher resolutions and input lag due to network fluctuations heavily disrupts user experience. In this paper, we present a scalable solution for interactive high-fidelity graphics based on a distributed rendering pipeline where direct lighting is computed on the client device and indirect lighting in the cloud. The client device keeps a local cache for indirect lighting which is asynchronously updated using an object space representation; this allows us to achieve interactive rates that are unconstrained by network performance for a wide range of display resolutions that are also robust to input lag. Furthermore, in multi-user environments, the computation of indirect lighting is amortised over participating clients.


Rendering Rasterisation Global illumination Distributed algorithms Cloud computing 

Supplementary material

Supplementary material 1 (mp4 112983 KB)

Supplementary material 2 (mp4 50294 KB)

Supplementary material 3 (mp4 68100 KB)

Supplementary material 4 (mp4 72763 KB)

Supplementary material 5 (mp4 57348 KB)


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Copyright information

© Springer-Verlag GmbH Germany, part of Springer Nature 2018

Authors and Affiliations

  1. 1.Department of Computer ScienceUniversity of MaltaMsidaMalta
  2. 2.WMGUniversity of WarwickCoventryUK

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