Replicated Virtual Worlds With Timestamped Island Synchronization

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Solution Overview

Problem

Existing operating systems and shared virtual environment technologies face challenges with high bandwidth requirements, scalability limitations, server-side latency, and single points of failure, leading to unusable remote rendering for mobile and wearable AR applications.

Innovation Solution

A decentralized architecture with 'islands' replicated across local machines, utilizing a reflector for timestamped message synchronization and batch processing to ensure low latency and minimal bandwidth, with the ability to dynamically relocate the reflector for security and latency optimization.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a centralized server computes and renders the shared environment, then all users experience the same virtual world, but bandwidth requirements become prohibitively large and latency increases

Engineering Contradiction:
Improveenvironment fidelityVSAvoidbandwidth consumption
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The patent divides the centralized rendering task into distributed island computations across multiple local machines. Each machine independently computes its local island state based on received messages, eliminating the need to transmit complete environment renderings to all users. This segmentation reduces bandwidth consumption while maintaining environment fidelity through synchronized island states.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a reflector as an intermediary component that manages message distribution and timestamping between local machines. The reflector receives messages from controllers, assigns timestamps for synchronization, and distributes them to appropriate islands. This intermediary enables efficient peer-to-peer communication without requiring high-bandwidth centralized rendering, thereby reducing overall bandwidth requirements while maintaining synchronization.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If a centralized server computes the shared environment, then consistency is maintained across all users, but server costs and complexity increase exponentially with additional users

Engineering Contradiction:
Improveenvironment consistencyVSAvoidserver computing requirements
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent segments the computational burden from a centralized server to distributed local machines. Each local machine independently computes its local island state by processing received messages through its controller and island components. This distribution eliminates the exponential scaling of server requirements while maintaining environment consistency through synchronized message processing and timestamp-based ordering across all machines.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent enables each local machine to serve itself by independently computing and rendering its local island state. Local machines process messages autonomously through their controllers, update their island states, and generate renderings without requiring continuous server intervention. This self-service approach dramatically reduces server computing requirements while maintaining environmental consistency through the shared message queue and timestamp synchronization mechanism.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If traditional operating systems are used, then compatibility with existing hardware is maintained, but portability and shareability across user groups are limited

Engineering Contradiction:
ImproveportabilityVSAvoidenvironment for execution
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent creates a portable virtual environment by copying the essential computational components (controller, island, message queue, reflector) to run locally on each user's device. This copying approach allows the shared environment to be executed across different operating systems and hardware platforms without requiring a centralized server, thereby improving portability and shareability while managing device complexity through modular, replicated components.

Inventive Principle:
Principle #26Copying

4Manufacturing precision

If complete environment renderings are transmitted to each user, then visual fidelity is maintained, but bandwidth requirements become unsustainable

Engineering Contradiction:
Improvevisual fidelityVSAvoidbandwidth consumption
Core Design Contradiction:
Manufacturing precisionVSLoss of energy

Solution Approach 1:

The patent extracts only the essential computational elements (island state, messages, timestamps) from complete environment renderings. Instead of transmitting full visual renderings to each user, the system transmits compact message data that enables local machines to independently reconstruct their local island states. This extraction maintains visual fidelity through accurate state replication while reducing bandwidth consumption by transmitting minimal data rather than complete graphical representations.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS12413326B2Systems and methods for secure, low bandwidth replicated virtual worlds for shared space computing
Publication Date: 2025.09.09 CEO VISION INC
  • US12413326B2 patent drawing
  • US12413326B2 patent drawing
  • US12413326B2 patent drawing

AI summary

Systems and methods for a shared virtual environment are provided. The systems and methods include a unique architecture where domains known as “islands” are replicated across various local machines. These islands include objects that publish events. These events include messages that are provided from the island's controller, to a reflector for the addition of a timestamp. The timestamp ensures computational synchronization between all mirrored islands. The timestamped messages are provided from the reflector back to the controllers of the various islands. The controllers incorporate these messages into the existing message queue based upon the message timing. The local machines then execute the messages in time order, until the external message indicates. These timestamp “heartbeats” thus dictate the execution activity across all islands and ensure synchronization of all islands.