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Sergey Grizan

Researcher at Microsoft

Publications -  8
Citations -  265

Sergey Grizan is an academic researcher from Microsoft. The author has contributed to research in topics: Rendering (computer graphics) & Cloud gaming. The author has an hindex of 6, co-authored 8 publications receiving 226 citations. Previous affiliations of Sergey Grizan include Siberian Federal University.

Papers
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Proceedings ArticleDOI

Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud Gaming

TL;DR: Outatime is presented, a speculative execution system for mobile cloud gaming that is able to mask up to 120ms of network latency, and is found that players strongly prefer Outatime to traditional thin-client gaming where the network RTT is fully visible, and that Outatimes successfully mimics playing across a low-latency network.
Patent

Predictive server-side rendering of scenes

TL;DR: In this article, a server device and a method are provided for use in predictive server-side rendering of scenes based on client-side user input, where the server device may include a processor and a storage device holding instructions for an application program executable by the processor to receive, at the application program, a current navigation input in a stream of navigation inputs from a client device over a network, calculate a predicted future navigation input based on the current navigation inputs and a current application state of the program, render a future scene based on predicted future navigations input to a rendering surface, and

Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Cloud Gaming

TL;DR: Outatime is presented, a speculative execution system for mobile cloud gaming that is able to mask up to 250ms of network latency, and is found that players overwhelmingly prefer Outatime to traditional thin-client gaming where the network RTT is fully visible, and that Out atime successfully mimics playing across a low-latency network.
Patent

Reconstructing viewport upon user viewpoint misprediction

TL;DR: In this paper, a client device and a method are provided for reconstructing a viewport from a rendered rendering surface of a predicted user viewpoint in order to reduce user perceived latency of the network.
Proceedings ArticleDOI

dJay: enabling high-density multi-tenancy for cloud gaming servers with dynamic cost-benefit GPU load balancing

TL;DR: In this article, a utility-maximizing cloud gaming server that dynamically tunes client GPU rendering workloads in order to ensure all clients get satisfactory frame rate and provide the best possible graphics quality across clients is presented.