Layered Coding for Mobile Cloud Gaming Using Scalable Blinn-Phong Lighting

In a mobile cloud gaming, high-quality, high-frame-rate game images of immense data size need to be delivered to the clients over wireless networks under stringent delay requirement. For good gaming experience, reducing the transmission bit rate of the game images is necessary. Most existing cloud g...

Full description

Saved in:
Bibliographic Details
Published in:IEEE transactions on image processing Vol. 25; no. 7; pp. 3112 - 3125
Main Authors: Chuah, Seong-Ping, Cheung, Ngai-Man, Yuen, Chau
Format: Journal Article
Language:English
Published: United States IEEE 01.07.2016
The Institute of Electrical and Electronics Engineers, Inc. (IEEE)
Subjects:
ISSN:1057-7149, 1941-0042, 1941-0042
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
Abstract In a mobile cloud gaming, high-quality, high-frame-rate game images of immense data size need to be delivered to the clients over wireless networks under stringent delay requirement. For good gaming experience, reducing the transmission bit rate of the game images is necessary. Most existing cloud gaming platforms simply employ standard, off-the-shelf video codecs for game image compression. In this paper, we propose the layered coding scheme to reduce transmission bandwidth and latency. We leverage the rendering computation of modern mobile devices to render a low-quality local game image, or the base layer (BL). Instead of sending a high-quality game image, cloud servers can send enhancement layer information, which clients can utilize to improve the quality of the BL. Central to the layered coding scheme is the design of a complexity-scalable BL rendering pipeline that can be executed on a range of power-constrained mobile devices. In this paper, we focus on the lighting stage in modern graphics rendering and propose a method to scale the popular Blinn-Phong lighting for the use in BL rendering. We derive an information-theoretic model on the Blinn-Phong lighting to estimate the rendered image entropy. The analytic model informs the optimal BL rendering design that can lead to maximum bandwidth saving subject to the constraint on the computation capability of the client. We show that the information rate of the enhancement layer could be much less than that of the high-quality game image, while the BL can be generated with only a very small amount of computation. Experiment results suggest that our analytic model is accurate in estimating. For layered coding scheme, up to 84% reduction in bandwidth usage can be achieved by sending the enhancement layer information instead of the original high-quality game images compressed by H.264/AVC.
AbstractList In a mobile cloud gaming, high-quality, high-frame-rate game images of immense data size need to be delivered to the clients over wireless networks under stringent delay requirement. For good gaming experience, reducing the transmission bit rate of the game images is necessary. Most existing cloud gaming platforms simply employ standard, off-the-shelf video codecs for game image compression. In this paper, we propose the layered coding scheme to reduce transmission bandwidth and latency. We leverage the rendering computation of modern mobile devices to render a low-quality local game image, or the base layer (BL). Instead of sending a high-quality game image, cloud servers can send enhancement layer information, which clients can utilize to improve the quality of the BL. Central to the layered coding scheme is the design of a complexity-scalable BL rendering pipeline that can be executed on a range of power-constrained mobile devices. In this paper, we focus on the lighting stage in modern graphics rendering and propose a method to scale the popular Blinn-Phong lighting for the use in BL rendering. We derive an information-theoretic model on the Blinn-Phong lighting to estimate the rendered image entropy. The analytic model informs the optimal BL rendering design that can lead to maximum bandwidth saving subject to the constraint on the computation capability of the client. We show that the information rate of the enhancement layer could be much less than that of the high-quality game image, while the BL can be generated with only a very small amount of computation. Experiment results suggest that our analytic model is accurate in estimating. For layered coding scheme, up to 84% reduction in bandwidth usage can be achieved by sending the enhancement layer information instead of the original high-quality game images compressed by H.264/AVC.In a mobile cloud gaming, high-quality, high-frame-rate game images of immense data size need to be delivered to the clients over wireless networks under stringent delay requirement. For good gaming experience, reducing the transmission bit rate of the game images is necessary. Most existing cloud gaming platforms simply employ standard, off-the-shelf video codecs for game image compression. In this paper, we propose the layered coding scheme to reduce transmission bandwidth and latency. We leverage the rendering computation of modern mobile devices to render a low-quality local game image, or the base layer (BL). Instead of sending a high-quality game image, cloud servers can send enhancement layer information, which clients can utilize to improve the quality of the BL. Central to the layered coding scheme is the design of a complexity-scalable BL rendering pipeline that can be executed on a range of power-constrained mobile devices. In this paper, we focus on the lighting stage in modern graphics rendering and propose a method to scale the popular Blinn-Phong lighting for the use in BL rendering. We derive an information-theoretic model on the Blinn-Phong lighting to estimate the rendered image entropy. The analytic model informs the optimal BL rendering design that can lead to maximum bandwidth saving subject to the constraint on the computation capability of the client. We show that the information rate of the enhancement layer could be much less than that of the high-quality game image, while the BL can be generated with only a very small amount of computation. Experiment results suggest that our analytic model is accurate in estimating. For layered coding scheme, up to 84% reduction in bandwidth usage can be achieved by sending the enhancement layer information instead of the original high-quality game images compressed by H.264/AVC.
In a mobile cloud gaming, high-quality, high-frame-rate game images of immense data size need to be delivered to the clients over wireless networks under stringent delay requirement. For good gaming experience, reducing the transmission bit rate of the game images is necessary. Most existing cloud gaming platforms simply employ standard, off-the-shelf video codecs for game image compression. In this paper, we propose the layered coding scheme to reduce transmission bandwidth and latency. We leverage the rendering computation of modern mobile devices to render a low-quality local game image, or the base layer (BL). Instead of sending a high-quality game image, cloud servers can send enhancement layer information, which clients can utilize to improve the quality of the BL. Central to the layered coding scheme is the design of a complexity-scalable BL rendering pipeline that can be executed on a range of power-constrained mobile devices. In this paper, we focus on the lighting stage in modern graphics rendering and propose a method to scale the popular Blinn-Phong lighting for the use in BL rendering. We derive an information-theoretic model on the Blinn-Phong lighting to estimate the rendered image entropy. The analytic model informs the optimal BL rendering design that can lead to maximum bandwidth saving subject to the constraint on the computation capability of the client. We show that the information rate of the enhancement layer could be much less than that of the high-quality game image, while the BL can be generated with only a very small amount of computation. Experiment results suggest that our analytic model is accurate in estimating. For layered coding scheme, up to 84% reduction in bandwidth usage can be achieved by sending the enhancement layer information instead of the original high-quality game images compressed by H.264/AVC.
Author Seong-Ping Chuah
Ngai-Man Cheung
Chau Yuen
Author_xml – sequence: 1
  givenname: Seong-Ping
  orcidid: 0000-0002-0247-9559
  surname: Chuah
  fullname: Chuah, Seong-Ping
– sequence: 2
  givenname: Ngai-Man
  surname: Cheung
  fullname: Cheung, Ngai-Man
– sequence: 3
  givenname: Chau
  surname: Yuen
  fullname: Yuen, Chau
BackLink https://www.ncbi.nlm.nih.gov/pubmed/28113182$$D View this record in MEDLINE/PubMed
BookMark eNqNkU1vFDEMhiNURD_gjoSERuLCZRY7k2SSI11BKVpEJdpzlGSSNtXspCQzh_57stothx4QF9uyn9eS_Z6SoylNnpC3CCtEUJ-uL69WFFCsKBeccvWCnKBi2AIwelRr4H3bI1PH5LSUewBkHMUrckwlYoeSnpDvG_Posx-adRridNuElJsfycbRN-sxLUNzYba7_k3ZxV_OjMbW2fkYp6m9uku1uYm3d3OdviYvgxmLf3PIZ-Tm65fr9bd28_Picv1507pOwtwa5MJK6IUdwuAYs1b2ynbMGeroQLkLAMIGQYNRxkHHLQYhrQMh0ZghdGfk437vQ06_F19mvY3F-XE0k09L0SgFCuw44_-BogCBAH1FPzxD79OSp3qIxl5Bj1wxWqn3B2qxWz_ohxy3Jj_qp4dWQOwBl1Mp2Qft4mzmmKY5mzhqBL1zTlfn9M45fXCuCuGZ8Gn3PyTv9pLovf-L90wI2anuDy1ZoLg
CODEN IIPRE4
CitedBy_id crossref_primary_10_1109_LAWP_2021_3134953
crossref_primary_10_1109_TIP_2020_3005508
crossref_primary_10_1016_j_jisa_2020_102582
crossref_primary_10_1109_ACCESS_2016_2590500
crossref_primary_10_1109_TITS_2023_3340676
crossref_primary_10_1109_MCC_2018_326105129
crossref_primary_10_1364_OE_563831
Cites_doi 10.1109/TCSVT.2012.2221191
10.1145/311535.311564
10.1109/MWC.2014.6882299
10.1145/2483977.2483981
10.1145/2072298.2072313
10.1016/j.jvcir.2005.03.001
10.1109/TWC.2015.2509063
10.1109/TMM.2013.2291532
10.1109/TCSVT.2005.848349
10.1145/1378191.1378210
10.1109/TCSVT.2003.815165
10.1109/TCSVT.2007.905532
10.1155/2009/231863
10.1145/2594448.2577395
10.1109/ICME.2014.6890204
10.1109/ICIP.2008.4712352
10.1109/TMM.2013.2240674
10.1109/TCSVT.2016.2527398
10.1002/9781118445112.stat06627
10.1109/ICCD.2010.5647678
10.1109/TIP.2013.2287608
10.1109/TCSVT.2015.2441412
10.1145/218380.218392
10.1109/ICMEW.2014.6890683
ContentType Journal Article
Copyright Copyright The Institute of Electrical and Electronics Engineers, Inc. (IEEE) 2016
Copyright_xml – notice: Copyright The Institute of Electrical and Electronics Engineers, Inc. (IEEE) 2016
DBID 97E
RIA
RIE
AAYXX
CITATION
NPM
7SC
7SP
8FD
JQ2
L7M
L~C
L~D
F28
FR3
7X8
DOI 10.1109/TIP.2016.2565259
DatabaseName IEEE All-Society Periodicals Package (ASPP) 2005–Present
IEEE All-Society Periodicals Package (ASPP) 1998–Present
IEEE Electronic Library (IEL)
CrossRef
PubMed
Computer and Information Systems Abstracts
Electronics & Communications Abstracts
Technology Research Database
ProQuest Computer Science Collection
Advanced Technologies Database with Aerospace
Computer and Information Systems Abstracts – Academic
Computer and Information Systems Abstracts Professional
ANTE: Abstracts in New Technology & Engineering
Engineering Research Database
MEDLINE - Academic
DatabaseTitle CrossRef
PubMed
Technology Research Database
Computer and Information Systems Abstracts – Academic
Electronics & Communications Abstracts
ProQuest Computer Science Collection
Computer and Information Systems Abstracts
Advanced Technologies Database with Aerospace
Computer and Information Systems Abstracts Professional
Engineering Research Database
ANTE: Abstracts in New Technology & Engineering
MEDLINE - Academic
DatabaseTitleList MEDLINE - Academic
Technology Research Database
PubMed

Technology Research Database
Database_xml – sequence: 1
  dbid: NPM
  name: PubMed
  url: http://www.ncbi.nlm.nih.gov/entrez/query.fcgi?db=PubMed
  sourceTypes: Index Database
– sequence: 2
  dbid: RIE
  name: IEEE Electronic Library (IEL)
  url: https://ieeexplore.ieee.org/
  sourceTypes: Publisher
– sequence: 3
  dbid: 7X8
  name: MEDLINE - Academic
  url: https://search.proquest.com/medline
  sourceTypes: Aggregation Database
DeliveryMethod fulltext_linktorsrc
Discipline Applied Sciences
Engineering
EISSN 1941-0042
EndPage 3125
ExternalDocumentID 4065567801
28113182
10_1109_TIP_2016_2565259
7466839
Genre orig-research
Journal Article
GrantInformation_xml – fundername: National Research Foundation Singapore under its Interactive Digital Media (IDM) through the Strategic Research Programme
  funderid: 10.13039/501100001381
GroupedDBID ---
-~X
.DC
0R~
29I
4.4
53G
5GY
5VS
6IK
97E
AAJGR
AARMG
AASAJ
AAWTH
ABAZT
ABFSI
ABQJQ
ABVLG
ACGFO
ACGFS
ACIWK
AENEX
AETIX
AGQYO
AGSQL
AHBIQ
AI.
AIBXA
AKJIK
AKQYR
ALLEH
ALMA_UNASSIGNED_HOLDINGS
ASUFR
ATWAV
BEFXN
BFFAM
BGNUA
BKEBE
BPEOZ
CS3
DU5
E.L
EBS
EJD
F5P
HZ~
H~9
ICLAB
IFIPE
IFJZH
IPLJI
JAVBF
LAI
M43
MS~
O9-
OCL
P2P
RIA
RIE
RNS
TAE
TN5
VH1
AAYXX
CITATION
AAYOK
NPM
RIG
7SC
7SP
8FD
JQ2
L7M
L~C
L~D
F28
FR3
7X8
ID FETCH-LOGICAL-c380t-a156b8076bdfdc44bb879b34ca2c2d25cf006bf62fa9ac035b1f68bc0681aadf3
IEDL.DBID RIE
ISICitedReferencesCount 9
ISICitedReferencesURI http://www.webofscience.com/api/gateway?GWVersion=2&SrcApp=Summon&SrcAuth=ProQuest&DestLinkType=CitingArticles&DestApp=WOS_CPL&KeyUT=000384225000001&url=https%3A%2F%2Fcvtisr.summon.serialssolutions.com%2F%23%21%2Fsearch%3Fho%3Df%26include.ft.matches%3Dt%26l%3Dnull%26q%3D
ISSN 1057-7149
1941-0042
IngestDate Thu Sep 25 08:56:16 EDT 2025
Wed Oct 01 12:54:06 EDT 2025
Mon Jun 30 03:42:54 EDT 2025
Thu Apr 03 07:00:37 EDT 2025
Sat Nov 29 03:21:03 EST 2025
Tue Nov 18 22:35:35 EST 2025
Tue Aug 26 16:43:04 EDT 2025
IsPeerReviewed true
IsScholarly true
Issue 7
Keywords Cloud gaming
graphic rendering
video streaming
image and video coding
Blinn-Phong lighting
Language English
License https://ieeexplore.ieee.org/Xplorehelp/downloads/license-information/IEEE.html
LinkModel DirectLink
MergedId FETCHMERGED-LOGICAL-c380t-a156b8076bdfdc44bb879b34ca2c2d25cf006bf62fa9ac035b1f68bc0681aadf3
Notes ObjectType-Article-1
SourceType-Scholarly Journals-1
ObjectType-Feature-2
content type line 14
content type line 23
ORCID 0000-0002-0247-9559
PMID 28113182
PQID 1790715942
PQPubID 85429
PageCount 14
ParticipantIDs crossref_citationtrail_10_1109_TIP_2016_2565259
crossref_primary_10_1109_TIP_2016_2565259
proquest_journals_1790715942
proquest_miscellaneous_1816061007
proquest_miscellaneous_1861613545
pubmed_primary_28113182
ieee_primary_7466839
PublicationCentury 2000
PublicationDate 2016-07-01
PublicationDateYYYYMMDD 2016-07-01
PublicationDate_xml – month: 07
  year: 2016
  text: 2016-07-01
  day: 01
PublicationDecade 2010
PublicationPlace United States
PublicationPlace_xml – name: United States
– name: New York
PublicationTitle IEEE transactions on image processing
PublicationTitleAbbrev TIP
PublicationTitleAlternate IEEE Trans Image Process
PublicationYear 2016
Publisher IEEE
The Institute of Electrical and Electronics Engineers, Inc. (IEEE)
Publisher_xml – name: IEEE
– name: The Institute of Electrical and Electronics Engineers, Inc. (IEEE)
References ref13
ref12
(ref24) 2015
ref15
ref14
ref31
ref30
ref33
ref10
wiegand (ref7) 2003; 13
ref2
ref1
ref17
ref16
(ref29) 2015
ref19
ref18
(ref9) 2015
ref23
ref26
ref25
ref20
(ref28) 2015
wolsey (ref21) 1998
angel (ref11) 2008
(ref27) 2015
ref8
ref4
ref3
ref6
ref5
(ref32) 2015
(ref22) 2015
References_xml – ident: ref8
  doi: 10.1109/TCSVT.2012.2221191
– year: 2015
  ident: ref29
  publication-title: X264
– year: 2015
  ident: ref28
  publication-title: StreamMyGame
– ident: ref18
  doi: 10.1145/311535.311564
– year: 2015
  ident: ref24
  publication-title: UNITY3D
– year: 2015
  ident: ref27
  publication-title: OnLive
– year: 2015
  ident: ref9
  publication-title: Samsung Galaxy S4
– ident: ref2
  doi: 10.1109/MWC.2014.6882299
– ident: ref12
  doi: 10.1145/2483977.2483981
– year: 2015
  ident: ref32
  publication-title: 4G LTE Showdown How Fast is Your Carrier?
– ident: ref19
  doi: 10.1145/2072298.2072313
– ident: ref31
  doi: 10.1016/j.jvcir.2005.03.001
– ident: ref4
  doi: 10.1109/TWC.2015.2509063
– year: 1998
  ident: ref21
  publication-title: Integer Programming
– ident: ref6
  doi: 10.1109/TMM.2013.2291532
– ident: ref30
  doi: 10.1109/TCSVT.2005.848349
– ident: ref13
  doi: 10.1145/1378191.1378210
– volume: 13
  start-page: 560
  year: 2003
  ident: ref7
  article-title: overview of the h.264/avc video coding standard
  publication-title: IEEE Transactions on Circuits and Systems for Video Technology
  doi: 10.1109/TCSVT.2003.815165
– ident: ref10
  doi: 10.1109/TCSVT.2007.905532
– ident: ref15
  doi: 10.1155/2009/231863
– year: 2008
  ident: ref11
  publication-title: Interactive Computer Graphics A Top-Down Approach with Shader-Based OpenGL
– ident: ref25
  doi: 10.1145/2594448.2577395
– ident: ref20
  doi: 10.1109/ICME.2014.6890204
– year: 2015
  ident: ref22
  publication-title: Blender
– ident: ref16
  doi: 10.1109/ICIP.2008.4712352
– ident: ref14
  doi: 10.1109/TMM.2013.2240674
– ident: ref5
  doi: 10.1109/TCSVT.2016.2527398
– ident: ref23
  doi: 10.1002/9781118445112.stat06627
– ident: ref26
  doi: 10.1109/ICCD.2010.5647678
– ident: ref33
  doi: 10.1109/TIP.2013.2287608
– ident: ref3
  doi: 10.1109/TCSVT.2015.2441412
– ident: ref17
  doi: 10.1145/218380.218392
– ident: ref1
  doi: 10.1109/ICMEW.2014.6890683
SSID ssj0014516
Score 2.2447083
Snippet In a mobile cloud gaming, high-quality, high-frame-rate game images of immense data size need to be delivered to the clients over wireless networks under...
SourceID proquest
pubmed
crossref
ieee
SourceType Aggregation Database
Index Database
Enrichment Source
Publisher
StartPage 3112
SubjectTerms Bandwidths
Blinn-Phong Lighting
Clients
Cloud Gaming
Coding
Computation
Games
Graphic Rendering
Illumination
Image and Video Coding
Image coding
Lighting
Quality
Rendering
Rendering (computer graphics)
Streaming media
Video Streaming
Wireless networks
Title Layered Coding for Mobile Cloud Gaming Using Scalable Blinn-Phong Lighting
URI https://ieeexplore.ieee.org/document/7466839
https://www.ncbi.nlm.nih.gov/pubmed/28113182
https://www.proquest.com/docview/1790715942
https://www.proquest.com/docview/1816061007
https://www.proquest.com/docview/1861613545
Volume 25
WOSCitedRecordID wos000384225000001&url=https%3A%2F%2Fcvtisr.summon.serialssolutions.com%2F%23%21%2Fsearch%3Fho%3Df%26include.ft.matches%3Dt%26l%3Dnull%26q%3D
hasFullText 1
inHoldings 1
isFullTextHit
isPrint
journalDatabaseRights – providerCode: PRVIEE
  databaseName: IEEE Electronic Library (IEL)
  customDbUrl:
  eissn: 1941-0042
  dateEnd: 99991231
  omitProxy: false
  ssIdentifier: ssj0014516
  issn: 1057-7149
  databaseCode: RIE
  dateStart: 19920101
  isFulltext: true
  titleUrlDefault: https://ieeexplore.ieee.org/
  providerName: IEEE
link http://cvtisr.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwlV1Lb9RADLbaigM90NLyCJRqKnFBIt1kMq8c6YrSVqXaQ5H2Fs1TIC0J6u4i8e_xTLJRD1Cpt2jiJKOxPf4ce2yA96pyjBpUpNJ6nTPheF6jYOQIrVHNK14FE1KzCXlzo-bzerYFH8ezMN77lHzmT-NliuW7zq7jr7KJZEKgQd-GbSlFf1ZrjBjEhrMpssllLhH2b0KSRT25vZzFHC5xiuad01iV9J4JSj1V_g8vk5k533vcBPfh2QAnyaee_89hy7cHsDdASzIo7vIAdu_VHTyEq2v9J_boJNMumi6CwJV87QxuEGS66NaOfNE_43jKJ8C36EU8YEXOEJK2-ex7h4PX0anHuy_g2_nn2-lFPjRVyG2lilWu0WEzqpDCuOAsY8YoWZuKWU0tdZTbgHpogqBB19oWFTdlEMrYQqhSaxeql7DTdq1_DSQwWmjreCqBX3OlGcdl1lQ5Vyijygwmm3Vu7FBxPDa-WDTJ8yjqBjnTRM40A2cy-DA-8auvtvEA7WFkwEg3rH0GRxtWNoM6LptYhkwicGM0g5PxNipSjI7o1ndrpFElOnMxaeQhGoEIuULUmcGrXkzG71NVlrhB0jf_ntdbeBpn32f6HsHO6m7t38ET-3v1Y3l3jBI9V8dJov8C1kvv4Q
linkProvider IEEE
linkToHtml http://cvtisr.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwlV1Lb9QwEB6VgkQ5UOgDQgsYiQsS6SaO7TjHdkVpYbvawyL1FvkpkJYEdXeR-PeMnWzUA63ELbIniePxeL7JjGcA3svCMqpRkHLjVMqE5WmFCyNFaI1iXvDCax-LTZTTqby-rmZb8HE4C-Oci8Fn7iRcRl--bc06_CoblUwIVOgP4CFnjGbdaa3BZxBKzkbfJi_TEoH_ximZVaP55SxEcYkTVPCchrykt5RQrKpyN8CMiuZ89_-G-Aye9oCSnHYr4DlsuWYPdntwSXrRXe7Bk1uZB_fhy0T9CVU6ybgNyosgdCVXrcYtgowX7dqSz-pnaI8RBfgUtQhHrMgZgtImnX1vsXESzHrsPYBv55_m44u0L6uQmkJmq1ShyaZlVgptvTWMaS3LShfMKGqopdx4lETtBfWqUiYruM69kNpkQuZKWV8cwnbTNu4lEI9cUMbymAS_4lIxjtOsqLQ2k1rmCYw281ybPud4KH2xqKPtkVU1cqYOnKl7ziTwYbjjV5dv4x7a_cCAga6f-wSON6yse4Fc1iERWYnQjdEE3g3dKErBP6Ia166RRuZozoWwkftoBGLkAnFnAi-6ZTK8n8o8xy2Svvr3uN7C44v51aSeXE6_HsFO-JIu7vcYtlc3a_caHpnfqx_LmzdxXf8FzT_yQA
openUrl ctx_ver=Z39.88-2004&ctx_enc=info%3Aofi%2Fenc%3AUTF-8&rfr_id=info%3Asid%2Fsummon.serialssolutions.com&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.atitle=Layered+Coding+for+Mobile+Cloud+Gaming+Using+Scalable+Blinn-Phong+Lighting&rft.jtitle=IEEE+transactions+on+image+processing&rft.au=Chuah%2C+Seong-Ping&rft.au=Cheung%2C+Ngai-Man&rft.au=Yuen%2C+Chau&rft.date=2016-07-01&rft.issn=1941-0042&rft.eissn=1941-0042&rft.volume=25&rft.issue=7&rft.spage=3112&rft_id=info:doi/10.1109%2FTIP.2016.2565259&rft.externalDBID=NO_FULL_TEXT
thumbnail_l http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/lc.gif&issn=1057-7149&client=summon
thumbnail_m http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/mc.gif&issn=1057-7149&client=summon
thumbnail_s http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/sc.gif&issn=1057-7149&client=summon