Management of streaming video data
US-2024335739-A1 · Oct 10, 2024 · US
US9707481B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-9707481-B2 |
| Application number | US-201414230732-A |
| Country | US |
| Kind code | B2 |
| Filing date | Mar 31, 2014 |
| Priority date | Dec 10, 2002 |
| Publication date | Jul 18, 2017 |
| Grant date | Jul 18, 2017 |
A practical reading order for non-experts. Skip the full description unless you need deep technical detail.
What the patent document calls the invention.
A short plain-language summary of the technical disclosure.
Who owns or filed the patent and who is credited as inventor.
Filing, priority, publication, and grant dates set the timeline.
The legal scope of protection — read this for what is actually claimed.
Technology tags used to group this patent with similar filings.
Prior art links and similar publications in this corpus.
Official abstract text for this publication.
An apparatus comprising one or more servers of a hosting service server center and a RAID that stores geometry for objects of a complex scene. The RAID being coupled to the one or more application or game servers and being operable to interactively stream the geometry on-the-fly during real-time animation associated with running of a game or application on the one or more servers. The geometry is being streamed with substantially no detectable latency.
Opening claim text (preview).
What is claimed is: 1. An apparatus comprising: one or more servers of a hosting service center operable to execute a twitch video game or real-time application for one or more users remotely located from the hosting service center, execution of the twitch video game or real-time application on the one or more servers producing uncompressed video of 3D animation, the one or more servers being further operable to integrate live video with the twitch video game or real-time application such that the live video appears within the uncompressed video of 3D animation, the live video being received at a hosting service center from one or more client devices correspondingly associated with the one or more users; a compression unit that compresses the uncompressed video 3D animation integrated with the live video, compressed streaming interactive video being produced therefrom; outbound routing network devices coupled to the compression unit that transmit the compressed streaming interactive video over a packetized network to the one or more users; wherein the uncompressed video 3D animation is generated, at least partially, using data streamed from a high-speed storage unit coupled to the one or more servers, the high-speed storage unit is configured to load geometry into random access memory (RAM) via write-through caching to enable said one or more servers to access said geometry for rendering objects of the 3D animations being generated; wherein the compressed streaming interactive video comprises a series of encoded frames wherein when a compressed frame has more data than can be transmitted at a peak data rate that a channel receiving the compressed streaming interactive video is able to steadily handle in a single frame time, a next frame is dropped by the compression unit. 2. The apparatus of claim 1 wherein the uncompressed video of 3D animation is produced in real-time in response to a user control input. 3. The apparatus of claim 1 wherein the data streamed from the high-speed storage unit is determined, at least in part, by interactive user input coupled to the one or more servers. 4. The apparatus of claim 1 wherein the data streamed from the high-speed storage unit comprises a 3D animation of a human face that is rendered as a textured surface. 5. The apparatus of claim 1 wherein the high-speed storage unit comprises a Redundant Array of Independent Disks (RAID). 6. The apparatus of claim 5 wherein the RAID is coupled with a Storage Area Network (SAN). 7. The apparatus of claim 1 further comprising an inbound routing network of the hosting service center, wherein the high-speed storage unit is coupled to the one or more servers through the inbound routing network. 8. The apparatus of claim 7 wherein user interaction input is coupled to the one or more servers through the inbound routing network. 9. The apparatus of claim 1 wherein the packetized network comprises the Internet. 10. The apparatus of claim 1 wherein the single frame time is 1/60 th of a second. 11. A computer-implemented method for streaming interactive video comprising: executing a twitch video game or real-time application on one or more servers of a hosting service center to produce uncompressed video of 3D animation; compressing, by a compression unit of the hosting service center, the uncompressed video of 3D animation, thereby producing compressed streaming interactive video; transmitting the compressed streaming interactive video over a packetized network to a plurality of client devices associated with a corresponding plurality of users, the users being geographically remote to the hosting service center, a perspective view of the 3D animation being transmitted for display on at least one client device, and changing, by the one or more servers responsive to a user control input received from a client device of the user, the perspective view to a new perspective view, the new perspective view being of the twitch video game or real-time application being interactively controlled by the user via the user control input; wherein the uncompressed video of 3D animation is produced, at least partially, using a data streamed from a high-speed storage unit coupled to the one or more servers of the hosting service center, the high-speed storage unit is configured to load geometry via write-through caching to enable said one or more servers to access said geometry for rendering objects of said 3D animation; wherein the compressed streaming interactive video comprises a series of encoded frames wherein when a compressed frame has more data than can be transmitted at a peak data rate that a channel receiving the compressed streaming interactive video is able to steadily handle in a single frame time, a next frame is dropped by the compression unit. 12. The computer-implemented method of claim 11 further comprising streaming mixed audio received from the client devices, thereby implementing a collaborative call among the users. 13. The computer-implemented method of claim 11 wherein the single frame time is 1/60 th of a second. 14. The computer-implemented method of claim 11 wherein the video game or application comprises a twitch video game. 15. The computer-implemented method of claim 11 wherein the perspective view is transmitted to each of the client devices for display thereon. 16. The computer-implemented method of claim 11 wherein one or more additional perspective views are transmitted to each of the client devices for display thereon. 17. An apparatus comprising: one or more servers of a hosting service center operable to execute a twitch video game or real-time application for one or more users remotely located from the hosting service center, execution of the twitch video game or real-time application on the one or more servers producing uncompressed video of 3D animation, the one or more servers being further operable to integrate live video with the twitch video game or real-time application such that the live video appears within the uncompressed video of 3D animation, the live video being received at a hosting service center from one or more client devices correspondingly associated with the one or more users; a compression unit that compresses the uncompressed video 3D animation integrated with the live video, compressed streaming interactive video being produced therefrom; outbound routing network devices coupled to the compression unit that transmit the compressed streaming interactive video over a packetized network to the one or more users, wherein the compressed streaming interactive video is compressed with a round-trip latency of 90 ms, from a user control input to display of a response to the user control input on a client device of a user, over a transmission distance of up to 1500 miles from the hosting service center to the one or more client devices; wherein the uncompressed video 3D animation is generated, at least partially, using data streamed from a high-speed storage unit coupled to the one or more servers; wherein the compressed streaming interactive video comprises a series of encoded frames wherein when a compressed frame has more data than can be transmitted at a peak data rate that a channel receiving the compressed streaming interactive video is able to steadily handle in a single frame time, a next frame is dropped by the compression unit. 18. A computer-implemented method for streaming interactive video comprising: executing a twitch video game or real-time application on one or more servers of a hosting service center to produce unco
Communicating with other players during game play, e.g. by e-mail or chat · CPC title
for prompting the player, e.g. by displaying a game menu · CPC title
using Internet · CPC title
for downloading to client devices, e.g. using OS version, hardware or software profile of the client device · CPC title
for domestic distribution · CPC title
Related publications grouped by family.
Answers are generated from the same data shown on this page.