Interactive Video Node Architecture for Low-Latency Multi-Participant Control
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Solution Overview
Problem
Traditional video game systems suffer from latency and data throughput issues, particularly in multi-participant scenarios, limiting the ability to provide smooth and responsive real-time interactive experiences.
Innovation Solution
A distributed control system utilizing a switched fabric network with interconnected nodes, including input, processing, and output nodes, facilitates low-latency and high-bandwidth communication, enabling real-time data processing and presentation of virtual environments through volumetric scanning and RDMA technology.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If traditional video game systems use manual input devices and camera tracking, then participant control capability is improved, but latency and data throughput are worsened
Solution Approach 1:
The system segments the video processing pipeline into multiple independent processing nodes distributed across a network. Each node handles specific tasks (motion detection, gesture recognition, video rendering), allowing parallel processing and reducing overall latency. The segmentation enables the system to process multiple participants' data simultaneously without sequential bottlenecks.
Solution Approach 2:
The patent transitions from traditional 2D video processing to volumetric 3D processing by capturing and rendering participants in three-dimensional space. This dimensional change enables more accurate motion tracking and gesture recognition, improving control capability while the distributed architecture maintains real-time performance through parallel processing across multiple nodes.
2Device complexity
If traditional video game systems process data centrally, then system simplicity is improved, but data throughput and scalability are worsened
Solution Approach 1:
The system divides the centralized processing architecture into multiple distributed processing nodes connected via network. Each node independently processes specific data streams (video input, motion detection, gesture recognition, rendering), enabling parallel data processing that significantly increases throughput. The modular design maintains manageable complexity through standardized communication protocols between nodes.
Solution Approach 2:
The patent introduces network communication protocols and data transmission intermediaries that facilitate efficient data exchange between distributed processing nodes. These intermediaries manage data flow, synchronization, and coordination across the distributed system, enabling high throughput while maintaining architectural simplicity through standardized interfaces.
3Adaptability or versatility
If multi-participant video game systems increase participant count, then game versatility is improved, but latency and processing load are worsened
Solution Approach 1:
The system segments participant processing into dedicated processing threads and nodes, where each participant's data stream is handled independently through the pipeline. This segmentation allows the system to process multiple participants' motions, gestures, and video feeds simultaneously without latency increasing linearly with participant count, as parallel processing occurs across distributed nodes.
Solution Approach 2:
The patent implements preliminary processing stages that pre-compute motion detection, gesture recognition, and video encoding before final rendering. By performing these computationally intensive tasks in advance and in parallel across multiple nodes, the system reduces the processing burden during real-time interaction, maintaining low latency even with multiple participants.
Data Source
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AI summary
There is provided an interactive video system comprising a switched fabric network including a plurality of switches interconnecting a plurality of nodes. The plurality of nodes comprises at least one input node comprising a sensing unit configured to collect scanning data of a participant in a participation area of the interactive video system, and at least one artificial intelligence, AI, processing node configured to identify an in-game action of the participant based at least in part on the scanning data of the participant and determine an in-game effect corresponding to the in-game action. The plurality of nodes further comprises at least one audio processing node configured to determine an audio effect corresponding to the in-game effect, and at least one audio output node comprising an audio output device configured to present the audio effect to the participant in the participation area of the interactive video system. Each node of the plurality of nodes is coupled to at least two switches of the plurality of switches of the switched fabric network.