Video compression system and method for reducing the effects of packet loss over a communication channel
First Claim
Patent Images
1. A computer-implemented method for hosting low-latency streaming interactive audio/video (A/V) comprising:
- executing one or more video games or applications on a server communicatively coupled to the Internet;
receiving packet streams from a plurality of users and routing the packets to the one or more of the video games or applications being executed, the packet streams including user control input, one or more of the video games or applications being operable to compute A/V data responsive to the user control input;
receiving the A/V data from the one or more video games or applications;
compressing portions of the A/V data in parallel using one or more processing units resulting in low-latency streaming compressed A/V data; and
routing the low-latency streaming compressed A/V data to each of the users over a corresponding Internet communication channel, wherein the operations of executing the video games or applications, receiving packet streams and A/V data, compressing portions of the A/V data and routing the low latency streaming compressed A/V data are performed with a latency such that at least one user has the perception that the controlled video game or application is responding instantly.
5 Assignments
0 Petitions
Accused Products
Abstract
A system and method are described below for reducing the effects of packet loss in a video communication system. For example, one embodiment of a computer-implemented method comprises: logically subdividing each of a sequence of images of a video stream into a plurality of tiles, each of the tiles having a defined position within each of the sequence of images; and packing the tiles into a plurality of data packets to maximize the number of tiles which are aligned with boundaries of each of the data packets; and transmitting the data packets containing the tiles over a communication channel from a server to a client.
355 Citations
60 Claims
-
1. A computer-implemented method for hosting low-latency streaming interactive audio/video (A/V) comprising:
-
executing one or more video games or applications on a server communicatively coupled to the Internet; receiving packet streams from a plurality of users and routing the packets to the one or more of the video games or applications being executed, the packet streams including user control input, one or more of the video games or applications being operable to compute A/V data responsive to the user control input; receiving the A/V data from the one or more video games or applications; compressing portions of the A/V data in parallel using one or more processing units resulting in low-latency streaming compressed A/V data; and routing the low-latency streaming compressed A/V data to each of the users over a corresponding Internet communication channel, wherein the operations of executing the video games or applications, receiving packet streams and A/V data, compressing portions of the A/V data and routing the low latency streaming compressed A/V data are performed with a latency such that at least one user has the perception that the controlled video game or application is responding instantly. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27)
-
-
28. A system comprising a memory for storing program code and one or more processors for processing the program code to cause the system to perform the operations of:
-
executing one or more video games or applications on a server communicatively coupled to the Internet; receiving packet streams from a plurality of users and routing the packets to the one or more of the video games or applications being executed, the packet streams including user control input, one or more of the video games or applications being operable to compute A/V data responsive to the user control input; receiving the A/V data from the one or more video games or applications; compressing portions of the A/V data in parallel using one or more processing units resulting in low-latency streaming compressed A/V data; and routing the low-latency streaming compressed A/V data to each of the users over a corresponding Internet communication channel, wherein the operations of executing the video games or applications, receiving packet streams and A/V data, compressing portions of the A/V/data and routing the low latency streaming compressed A/V data are performed with a latency such that at least one user has the perception that the controlled video game or application is responding instantly. - View Dependent Claims (29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54)
-
-
55. A system comprising:
-
a plurality of application servers for executing one or more video games or applications; an inbound packet routing network receiving packet streams from users over the Internet and routing the packets to the one or more of the video games or applications, the packet streams including user control input, the video games or applications being operable to compute A/V data responsive to the user control input; one or more video compression units receiving the A/V data from the video games or applications, compressing portions of the A/V data in parallel using a plurality of processing units resulting in low-latency streaming compressed A/V data and routing the low-latency streaming compressed A/V data to each of the users over a corresponding communication channel, wherein each user is provided with a dedicated low-latency streaming compressed A/V data stream representing video images of a video games or application being executed on the application servers on behalf of that user, wherein the operations of executing the video games or applications, computing A/V data responsive to the control signals, compressing portions of the A/V data in parallel, and routing the low-latency streaming compressed A/V data to each of the users are performed with a latency such that at least one user has the perception that the controlled video game or application is responding instantly. - View Dependent Claims (56, 57, 58, 59, 60)
-
Specification