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Patent Issued for Video Processing Device, Video Server, Client Device, and Video Client-Server System with Low Latency

August 12, 2014



By a News Reporter-Staff News Editor at Journal of Mathematics -- Bluespace Corporation (Apia, WS) has been issued patent number 8793393, according to news reporting originating out of Alexandria, Virginia, by VerticalNews editors.

The patent's inventors are Ye, Zhou (Foster City, CA); Dai, Wenxiang (Taipei, TW); Lu, Ying-Ko (Taoyuan County, TW); Hsu, Yi-Hong (New Taipei, TW).

This patent was filed on November 23, 2011 and was published online on July 29, 2014.

From the background information supplied by the inventors, news correspondents obtained the following quote: "The present invention relates to cloud computing, and more particularly to a video client-server system, a client device, a video server, and a video processing device for achieving low latency cloud gaming.

"Cloud computing is to use delivery of computing as a service rather than a product, whereby shared resources, software, and information are provided to computers and other devices as a utility over a network (typically the Internet). There are a variety of applications based on the cloud computing, one of which is cloud gaming. Cloud gaming is a type of online gaming that allows direct and on-demand streaming of games onto a computer through the use of a thin client, in which the actual gaming program code and data are hosted on a gaming service provider's server. The game is streamed as compressed digital video and audio directly to the client over a broadband network. This allows the user to access games without the need of a game console and significantly reduces the cost of the hardware platform for an end user. When the user presses the button or inputs control commands, the user's input will be transmitted directly to the server, where they are recorded. Accordingly, the server sends back the gaming response corresponding to the user's input. With cloud gaming, gaming code processing and video rendering are done at server-side. Even though the user does not actually own a certain hardware platform, cloud gaming still allows the user to play game applications of different game platforms, such as PlayStation.RTM., XBOX.RTM., Wii.RTM., PC, iOS.RTM., Android.RTM., and so on.

"Unfortunately, there are some factors that limit cloud gaming, one of which is latency. Latency is a very important factor for cloud gaming, since some types of games endures very low latency, such as action game, racing game and sport game. For these games, low latency is absolutely necessary since the user has to exactly control the timings of gaming actions occurred in these games. If the user cannot instantly receive the gaming response due to latency, it may cause the user to perform poor timing control in the game, such that the user cannot do well in these games and will feel unsatisfied with the gaming result. Finally, the user will get a poor experience upon cloud gaming.

"The latency may be affected by the network quality and/or processing time of the server side and/or the client side. Since cloud gaming streams the game graphic as digital compressed video, the processing time is also determined according to the time required to compress video in the server and decompress video in the client device. From this point of view, the video compression algorithms used for generating the compressed video stream plays an important role in cloud gaming. However, most of video compression algorithms have tradeoffs between high data rates and high latency. For example, a conventional H.264/MPEG-4 AVC algorithm may be able to generate a high quality compressed video stream with a relatively low data rate, but it inevitably raises the latency due to its complicated computation. On the contrary, Motion JPEG algorithm that has less complicated computations can lead to low latency, but it disadvantageously raises the data rate. High data date causes the network quality to be more important. However, since the network quality is mostly related to the Internet Service Provider (ISP), it will make the latency more unpredictable and uncontrollable. In view of above, a video compression technique that can effectively reduce the latency without disadvantageously raising the data rate is necessary for cloud gaming."

Supplementing the background information on this patent, VerticalNews reporters also obtained the inventors' summary information for this patent: "With this in mind, it is one objective of the present invention to provide a video processing device for encoding a video frame with low latency.

"It is one objective of the present invention to provide a video server with low latency, which can provide a compressed video stream regarding the execution of the game application with low latency.

"It is one objective of the present invention to provide a video client-server system with low latency, which can provide a faster gaming response to a user, thus preventing the users from being affected by lag or latency problems to achieve high gaming interactivity and fine entertainment.

"According to one exemplary embodiment of the present invention, a video processing device is provided. The video processing device comprises: an expansion card interface, a controller, and an encoder. The expansion card interface is utilized for providing a multi-channel data transfer. The controller is utilized for performing direct memory access (DMA) function to access a video raw data from a video memory via the expansion card interface. The encoder is coupled to the controller, and is utilized for encoding the video raw data to generate a compressed video stream based on slices, wherein each slice comprises at least one macroblock row. Herein the video raw data comprises a plurality of video frames, each video frame is divided into M.times.N macroblocks, and each macroblock row comprises n macroblocks, where n is at most N.

"According to another exemplary embodiment of the present invention, a video server is provided. The video server comprises: a graphic processing unit (GPU), a video memory, and a video processing device. The GPU is utilized for generating a video raw data. The video memory is coupled to the GPU, and is utilized for storing the video raw data. The video processing device comprises: an expansion card interface, a controller, and an encoder. The expansion card interface is utilized for providing a multi-channel data transfer. The controller is utilized for performing direct memory access (DMA) function to access the video raw data from the video memory via the expansion card interface. The encoder is coupled to the controller, and is utilized for encoding the video raw data to generate a compressed video stream based on slices, wherein each slice comprises at least one macroblock row. The video raw data comprises a plurality of video frame, and each video frame is divided into M.times.N macroblocks, and each macroblock row comprises n macroblocks, where n is at most N.

"According to still another exemplary embodiment of the present invention, a client device is provided. The client device comprises a decoder and a buffer. The decoder is utilized for decoding a compressed video stream to generate a decompressed video data, wherein the decompressed video data comprises a slice of a video frame and the slice comprises at least one macroblock row. The buffer is utilized for buffering a plurality of continuous macroblocks according to a clock frequency of the decoder. In addition, the video frame is divided into M.times.N macroblocks, and each macroblock row comprises n macroblocks, where n is at most N.

"According to yet another exemplary embodiment of the present invention, a video client-server system is provided. The video client-server system comprises: a video server and a client device. The video server comprises: a graphic processing unit (GPU), a video memory, and a video processing device. The GPU is utilized for generating a video raw data. The video memory is coupled to the GPU, and is utilized for storing the video raw data. The video processing device comprises: an expansion card interface, a controller, and an encoder. The expansion card interface is utilized for providing a multi-channel data transfer. The controller is utilized for performing direct memory access (DMA) function to access the video raw data from the video memory via the expansion card interface. The encoder is coupled to the controller, and is utilized for encoding the video raw data to generate a compressed video stream based on slices, wherein each slice comprises at least one macroblock row. The video raw data comprises a plurality of video frame, each video frame is divided into M.times.N macroblocks, and each macroblock row comprises n macroblocks, where n is at most N. The client device comprises a decoder and a buffer. The decoder is utilized for decoding the compressed video stream to generate a decompressed video data, wherein the decompressed video data comprises a slice of the video frame. The buffer is arranged for buffering a plurality of continuous macroblocks according to a clock frequency of the decoder.

"These and other objectives of the present invention will no doubt become obvious to those of ordinary skill in the art after reading the following detailed description of the preferred embodiment that is illustrated in the various figures and drawings."

For the URL and additional information on this patent, see: Ye, Zhou; Dai, Wenxiang; Lu, Ying-Ko; Hsu, Yi-Hong. Video Processing Device, Video Server, Client Device, and Video Client-Server System with Low Latency. U.S. Patent Number 8793393, filed November 23, 2011, and published online on July 29, 2014. Patent URL: http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=%2Fnetahtml%2FPTO%2Fsrchnum.htm&r=1&f=G&l=50&s1=8793393.PN.&OS=PN/8793393RS=PN/8793393

Keywords for this news article include: Algorithms, Bluespace Corporation.

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Source: Journal of Mathematics


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