A63F13/358

Video encoding technique utilizing user guided information in cloud environment

The present disclosure relates to a computer-implemented method for processing video data. The method comprises receiving a user input corresponding to a first picture of the video data, generating, based on the user input, prediction information of the first picture with respect a reference picture of the video data, and encoding the first picture using the prediction information.

Video encoding technique utilizing user guided information in cloud environment

The present disclosure relates to a computer-implemented method for processing video data. The method comprises receiving a user input corresponding to a first picture of the video data, generating, based on the user input, prediction information of the first picture with respect a reference picture of the video data, and encoding the first picture using the prediction information.

IMAGE PROCESSING METHOD AND APPARATUS, AND COMPUTER-READABLE STORAGE MEDIUM

An image processing method is provided. For each frame of a video stream, a pixel digital frame mask in the respective frame of the video stream is obtained. The pixel digital frame mask of the respective frame includes a plurality of preset pixel position sets. At least two target preset pixel position sets are determined from the plurality of preset pixel position sets that form a frame sequence number of the respective frame based on values of pixels included in the at least two target preset pixel position sets. A frame sequence number corresponding to the respective frame of the video stream is determined according to positions of the at least two target preset pixel position sets in the pixel digital frame mask in the respective frame. Further, video fluency of the video stream is determined based on the frame sequence numbers.

Program Mode Transition

A computing system is configured to execute a computer program on a server and to provide a video stream of the program output to a geographically remote client over a communication network. The computing system is further configured to provide executable content of the computer program to the client over the communication network in parallel with the video stream. When a sufficient amount of the executable content has been provided to the client execution of the computer program is transitioned from the server to the client. The transition optionally includes communicating a state of the computer program from the server to the client. The executable content can be provided to the client in an order that is determined based on the state of the computer program. Those parts of the executable content deemed most likely to be necessary to support game play on the client are given priority.

Program Mode Transition

A computing system is configured to execute a computer program on a server and to provide a video stream of the program output to a geographically remote client over a communication network. The computing system is further configured to provide executable content of the computer program to the client over the communication network in parallel with the video stream. When a sufficient amount of the executable content has been provided to the client execution of the computer program is transitioned from the server to the client. The transition optionally includes communicating a state of the computer program from the server to the client. The executable content can be provided to the client in an order that is determined based on the state of the computer program. Those parts of the executable content deemed most likely to be necessary to support game play on the client are given priority.

Capture and broadcast process to coordinate orders produced by two remote customers associated with the same computer session
11554321 · 2023-01-17 · ·

A capture and distribution method for coordinating commands produced by input/output devices of a first and a second remote client associated with the same computer session running on a host computer, implements the following operations from the host computer: sending the same sequence of identifiable time marks to each remote client; receiving and temporarily storing the commands coming from the first and second remote clients for a storage duration, each command being associated with a coordination datum linking an instant at which the command was produced to a time mark; sequencing the commands received during the storage duration according to their associated coordination datum; and successively delivering the sequenced commands to the computer session.

MANAGING PARTICIPANTS IN AN ONLINE SESSION
20180013802 · 2018-01-11 ·

The present invention relates to an application that is configured to be operated in a multi-participant environment on a computer network. The application manages participants in an online session of a multi-user application so that if one of the participants exits the session, the session can continue without interruption. The application initiates an online session of the multi-user application, wherein the online session includes two or more participants comprised of network computers that are communicatively linked to a computer network. If the application detects that a first participant has disconnected from the online session, wherein the first participant is responsible for managing certain managerial functionality associated with the running of the multi-user application, then the application broadcasts a notification to existing participants of the online session over the communication network, thereby notifying the existing participants that the first participant has disconnected from the online session. The initiating application then re-assigns the functionality associated with the first participant to an existing participant of the online session. The participants can be communicating in a peer-to-peer arrangement or can be performing server duties in a client-server arrangement.

METHOD AND DEVICE FOR COMPUTING A PATH IN A GAME SCENE
20180012403 · 2018-01-11 ·

A method and device for computing a path in a game scene according to embodiments of the present disclosure, comprising: dividing the game scene into a plurality of first areas; dividing each of the first areas into a plurality of convex polygons, based on features of the game scene; combining adjacent convex polygons into a plurality of second areas; computing a first path from a first point to a second point, said first path passing through a group of second areas of said plurality of second areas; and computing, based on the first path, a second path from the first point to the second point, said second path passing through a group of convex polygons of said group of second areas.

METHOD AND DEVICE FOR COMPUTING A PATH IN A GAME SCENE
20180012403 · 2018-01-11 ·

A method and device for computing a path in a game scene according to embodiments of the present disclosure, comprising: dividing the game scene into a plurality of first areas; dividing each of the first areas into a plurality of convex polygons, based on features of the game scene; combining adjacent convex polygons into a plurality of second areas; computing a first path from a first point to a second point, said first path passing through a group of second areas of said plurality of second areas; and computing, based on the first path, a second path from the first point to the second point, said second path passing through a group of convex polygons of said group of second areas.

ONLINE GAMING FOR STREAMING PLAYERS
20230233932 · 2023-07-27 · ·

A streaming system may improving online gaming experiences for streaming players and/or providing device independent input processing. The streaming system may receive, from a client device, a selection of a game to be played via a streaming system, determine network connection parameters based at least in part on the game, determine a current streaming quality of the network connection of the client device, and determine the current streaming quality does not meet the network connection parameters. Based on the determination that the current streaming quality does not meet the network connection parameters, the streaming system may cause a prompt to be displayed to a player associated with the client device regarding alternative content for the player to play or cause at least a portion of the gameplay of the game to be slowed based at least in part on the current streaming quality and the network connection parameters.