Virtual Sports Game System Using Pre-Recorded Clips and Buffering
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Solution Overview
Problem
Conventional virtual sports gaming systems are computationally and labor-intensive, requiring resource-intensive motion capture processes to generate animated sequences, leading to inefficiencies and scalability issues for mass deployment.
Innovation Solution
A virtual gaming system that utilizes pre-recorded audio/visual clips and a processor to manage memory effectively, allowing for gapless playback and reducing memory requirements by using a buffer to allocate memory blocks faster than the broadcast frame rate, thereby eliminating the need for motion capture and enhancing computer performance.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Illumination intensity
If motion capture devices and processors are used to generate animated sequences for virtual sports games, then the visual content and realism of the game are improved, but the computational resource requirements and processing time increase significantly
Solution Approach 1:
The system pre-records actual sports events and stores them in a database before the virtual game is played. These pre-recorded clips are then retrieved and played back during the virtual game, eliminating the need for real-time motion capture and animation generation. This preliminary recording and storage of visual content resolves the contradiction by providing high-quality visual content without the computational burden of generating it during gameplay.
Solution Approach 2:
Instead of generating original animated sequences through motion capture, the system creates copies of actual sports event recordings. These copied video clips from real events are stored in the database and reused for multiple virtual games, providing realistic visual content while avoiding the resource-intensive process of creating new animations each time.
2Stability of the object's composition
If motion capture processes are used to create virtual sports animations, then the realism of the game is improved, but the labor intensity and time consumption increase
Solution Approach 1:
The system records actual sports events in advance and stores them in a database. During virtual game playback, these pre-recorded clips are retrieved and displayed without requiring real-time motion capture or human performance capture. This eliminates the time-consuming process of having humans perform movements for motion capture while maintaining realism through actual game footage.
3Adaptability or versatility
If conventional systems generate multiple animated sequences for virtual sports games, then user interest and engagement are improved, but the scalability for mass deployment is reduced
Solution Approach 1:
The system creates a universal database of pre-recorded sports clips that can serve multiple virtual games and multiple users simultaneously. The same database of recorded events can be accessed and played back for different games, different users, and different betting scenarios, providing versatility and user engagement without requiring separate animation generation for each case, thus enabling mass deployment scalability.
4Quantity of substance
If pre-recorded clips are played back sequentially without buffering, then memory requirements are reduced, but playback gaps occur between clips
Solution Approach 1:
The system pre-loads a buffer of video frames from upcoming clips into memory before they are needed for playback. This preliminary buffering ensures that when one clip ends, the next clip's frames are already ready in memory, enabling seamless transition without playback gaps. The buffer acts as a temporary storage that bridges the gap between clips while keeping overall memory requirements manageable.
Solution Approach 2:
The buffering mechanism ensures continuous playback by maintaining a ready supply of video frames in memory. As frames are consumed during playback, they are continuously replenished from the buffer, which is pre-filled from the database. This continuous replenishment process maintains playback continuity without requiring excessive memory allocation for the entire sequence.
Data Source
AI summary
A system has a database that stores a plurality of pre-recorded video clips of real-world sports game events. Further, the system has a game engine processor that determines that a wager time period for a corresponding virtual sports game has completed. The game engine processor also determines an outcome of the virtual sports game subsequent to the determination that the wager time period has completed. Moreover, the game engine processor selects a pre-recoded clip from the plurality of pre-recorded clips that corresponds to the outcome. Finally, the game engine processor links the pre-recorded video clips as a base video layer to one or more overlay video layers. The wager time period is a period of time in which one or more user inputs are permitted to be received at a computing device that renders the virtual sports game.


