Video Trunking via Mesh Network Proximity Routing
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Solution Overview
Problem
Existing video streaming technologies face challenges in providing low-latency connections for interactive dialogue while conserving network resources, particularly in large-scale video streaming scenarios where participants and viewers have different latency requirements based on geographical proximity.
Innovation Solution
A system comprising interconnected origin and edge video servers in a mesh network that dynamically routes video streams based on network proximity and required latency, allowing low-latency connections for participants and tolerating delays for viewers, with edge servers rendering and transmitting streams to participant and viewing devices.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If video streams are propagated to all participants through a centralized server, then network resource usage is simplified to manage, but network latency increases for geographically distant users
Solution Approach 1:
The system segments the centralized video streaming function by deploying edge video servers at multiple geographical locations. Each edge server handles video stream propagation locally, reducing the distance data must travel and thus lowering network latency for geographically distant users while maintaining manageable network resource usage through distributed architecture.
Solution Approach 2:
The system transitions from a single-dimensional centralized streaming model to a multi-dimensional distributed model by introducing geographical dimensionality. Video streams are propagated through multiple edge servers positioned at different locations, allowing users to connect to the nearest edge server and reducing latency based on their geographical position.
2Loss of time
If low-latency connections are provided to all users, then interactive dialogue quality is improved, but network bandwidth consumption increases
Solution Approach 1:
The system applies local quality by providing low-latency connections selectively to users based on their geographical proximity to edge servers and their participation status. Active participants connected to local edge servers receive low-latency streams, while passive viewers may tolerate higher latency, thus optimizing bandwidth usage while maintaining interactive dialogue quality where needed.
3Adaptability or versatility
If video streams are propagated to distant geographical locations, then user accessibility is improved, but network bandwidth usage increases
Solution Approach 1:
The system segments video stream propagation by deploying multiple edge servers at different geographical locations. This allows users in distant locations to access video streams from their nearest edge server rather than routing all traffic through a centralized server, improving geographical accessibility while reducing total network bandwidth consumption through localized distribution.
Data Source
AI summary
Systems, methods, and media are disclosed for propagating video streams based on geographical proximity and required transmission latency. A first video stream is received from a first presenting client device at a first origin video server connected to at least one other origin video server forming a mesh network. The first video stream is relayed to at least a second origin video server from the first presenting client device. The first video stream is transmitted from the second origin video server to an edge video server. The first video stream is received from the second origin video server by one or more edge video servers. The first video stream is broadcast to a plurality of participant client devices. A second video stream is received from a second presenting client device. The second video stream is transmitted via the second origin video server to the plurality of participant client devices.


