Hybrid streaming
A background video, object technology, used in transmission systems, indoor games, instruments, etc.
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Embodiment approach 1
[0093] Figure 7A and Figure 7B Video frames and corresponding depth maps are shown, respectively. Figure 7A is a diagram of a simple scenario for illustration. The scene includes three structures 702 , 704 , and 706 , a road 708 , and a background portion 710 . like Figure 7B As shown, these features of the scene have corresponding depth information. The depth information may include a first depth 712 corresponding to the structure 702, a second depth 714 corresponding to the structure 704, a third depth 716 corresponding to the structure 706, a fourth depth 718 corresponding to the road 708, and a depth 718 corresponding to the background portion 710. The fifth depth 720.
[0094] Depth information can be used to determine where objects in the video should be at the new camera position. This depth information can then also be used to properly composite client-generated 3D graphics by indicating which objects should end up in front of and which objects should end up ...
Embodiment approach 2
[0099]Hybrid streaming may require more server CPU resources, GPU resources, and / or bandwidth resources, so the operator of the gaming platform may charge more for this feature. In some implementations, server computing power may be associated with some form of payment, for example, the system may stream "HD" versions for premium customers. Additionally, since hybrid streaming is associated with the concept of being able to quickly join an online video game experience, users can get more video streaming when they first join a game / world (e.g., to reduce the need to have as many local assets), and as asset streaming progresses (e.g. after the user spends time in the virtual world), the system can move some things to the local client for rendering.
[0100] In some implementations, the balance between "what to stream as video" and "what to do locally on the client device" depends on which items are latency sensitive. For example, any dynamic objects important to the game should...
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