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Remote Android Rendering Joel Isaacson Ascender Technologies Ltd. Copyright 2014 Joel Isaacson.

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1 Remote Android Rendering Joel Isaacson Ascender Technologies Ltd. Copyright 2014 Joel Isaacson

2 The Problem There are just too many pixels to simply transmit over a long-haul network. There are a number of techniques that have been attempted. They all entail some compromises:  Resolution  Accuracy  Frame Rate  Latency Remote RenderingAscender Technologies Ltd

3 The Problem: Pixel Count 2008-2011 Copyright Romain Guy, Chet Haas, Google I/O 2011 Ascender Technologies Ltd Remote Rendering

4 The Problem: Pixel Count 2008-2012 Ascender Technologies LtdRemote Rendering

5 The Problem: Pixel Count 2008-2014 Ascender Technologies LtdRemote Rendering

6 Pixel Count 2008-2014 Ascender Technologies LtdRemote Rendering Display Commercial Availability RowsColumnsPixels DVD1997720480345,600 720p19981289720921,600 1080p2006192010802,073,600 Nexus 102012256016004,096,000 4K Ultra HD Tablet 2014384021608,294,400

7 Android Graphics Stack Ascender Technologies LtdRemote Rendering

8 Choosing How To Export Graphics Graphics can be exported from any of the four levels of the graphics stack  Application level  Toolkit level  Rendering level  Pixel level We choose to export the rendering level. Remote RenderingAscender Technologies Ltd

9 Exporting The Toolkit and App It is technically very complex. Android, to date, has 17 different toolkit API variants. Every application can extend the toolkit with custom widgets (subclasses of android.view.View ). Clearly impossible. Remote RenderingAscender Technologies Ltd

10 Exporting The Toolkit and App It is technically very complex. Android, to date, has 17 different toolkit API variants. Every application can extend the toolkit with custom widgets (subclasses of android.view.View ). Clearly impossible. Effectively exporting graphics at the toolkit level and even the application level is in fact possible via the rendering API. Remote RenderingAscender Technologies Ltd

11 The GUI Rendering Layer Expanded Ascender Technologies LtdRemote Rendering

12 NDK App With OpenGL Ascender Technologies LtdRemote Rendering

13 NDK App With Skia Rendering Ascender Technologies LtdRemote Rendering

14 Android Remote Rendering Ascender Technologies LtdRemote Rendering

15 Android Remote Rendering No GPU on Server Needed Ascender Technologies LtdRemote Rendering

16 ICS Rendering Results Even with simple techniques the compression ratio is over four orders of magnitude (x10,000 reduction). The number of bytes per frame, for the GUI rendering, is typically 300 bytes, as opposed to 4-16 Mbytes for uncompressed frames. The compression encodes 2-4 rendering operations per byte (2-4 bits per rendering operation). Remote RenderingAscender Technologies Ltd

17 The Google Play Universe API Coverage Remote Rendering Ascender Technologies Ltd

18 Cloud Gaming Currently cloud gaming is done with pixel rendering performed on the remote server. The frames are H264 encoded and sent over the network to the remote client. Our remote rendering technology does not need special hardware on the server side. The computational load on the server and network are minimized. Playing latency (lag) is minimal. Remote RenderingAscender Technologies Ltd

19 A Perfect Storm It seems that a technological cosmic alignment has happened:  Fast, low-power 64 bit ARM multi-processors (Cortex A50) with virtualization extensions.  Adoption of Android apps in a broad gamut of use cases, including the enterprise.  Ever increasing adoption of cloud based solutions.  Possibility of efficiently transporting Android graphics via a long haul network. Remote RenderingAscender Technologies Ltd


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