Six Impossible Things Before Breakfast Limited

Ireland

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H04L 1/00 - Arrangements for detecting or preventing errors in the information received 16
H04L 45/00 - Routing or path finding of packets in data switching networks 13
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Found results for  patents

1.

Systems, Apparatuses and Methods for Cooperating Routers

      
Application Number 19061499
Status Pending
Filing Date 2025-02-24
First Publication Date 2025-08-21
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sergey

Abstract

Methods and systems are provided for cooperating routers in communication networks. The cooperating routers conduct a handshake to exchange information with respect to “cooperation types” which they are capable of performing and/or are configured to perform. In an exemplary “emergency connection” cooperation type, one cooperating router may use the ISP connection of another cooperating router to send and receive packets. In an exemplary “bandwidth sharing” cooperation type, one cooperating router may make excess bandwidth available for use by other cooperating routers. In an exemplary “latency optimization” cooperation type, one cooperating router may use another cooperating router to transmit duplicates of packets or to implement suppression techniques.

IPC Classes  ?

  • H04L 45/74 - Address processing for routing
  • H04L 43/0852 - Delays
  • H04L 43/10 - Active monitoring, e.g. heartbeat, ping or trace-route
  • H04L 45/00 - Routing or path finding of packets in data switching networks
  • H04L 45/121 - Shortest path evaluation by minimising delays
  • H04L 47/2416 - Real-time traffic
  • H04L 47/32 - Flow controlCongestion control by discarding or delaying data units, e.g. packets or frames
  • H04L 69/16 - Implementation or adaptation of Internet protocol [IP], of transmission control protocol [TCP] or of user datagram protocol [UDP]

2.

Systems, Apparatuses and Methods for Network Packet Management

      
Application Number 19032003
Status Pending
Filing Date 2025-01-18
First Publication Date 2025-07-24
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sergey

Abstract

Methods and systems are provided for latency-oriented router. An incoming packet is received on a first interface. The type of the incoming packet is determined. Upon the detection that the incoming packet belongs to latency-critical traffic, the incoming packet is duplicated into one or more copies. Subsequently, the duplicated copies are sent to a second interface in a delayed fashion where the duplicated copies are spread over a time period. The duplicated copies are received and processed at the second interface.

IPC Classes  ?

3.

SYSTEMS AND METHODS FOR MESH DECIMATION, MESH COMPRESSION, AND INTRA-MESH LODS

      
Application Number IB2024059689
Publication Number 2025/074299
Status In Force
Filing Date 2024-10-03
Publication Date 2025-04-10
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchenko, Sherry

Abstract

The systems and methods described herein improve the compression of components used to render three-dimensional models in computer-generated graphics, enabling the dynamic rendering of those three-dimensional models. In various implementations, a mesh may be compressed utilizing information obtained during decimation of the mesh. In various implementations, a texture may be compressed using similar techniques to form a continuous level of detail (LOD) of the texture. As also described herein, a three-dimensional model may be dynamically rendered based on a current scene. For example, a mesh for a three-dimensional model may be rendered based on a current desired LOD level for a vertex of the mesh and pre-defined lowest-resolution LOD levels for that vertex.

IPC Classes  ?

  • G06T 9/00 - Image coding
  • G06T 17/20 - Wire-frame description, e.g. polygonalisation or tessellation
  • H04N 19/132 - Sampling, masking or truncation of coding units, e.g. adaptive resampling, frame skipping, frame interpolation or high-frequency transform coefficient masking
  • H04N 19/30 - Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using hierarchical techniques, e.g. scalability

4.

Systems and Methods for Mesh Decimation, Mesh Compression, and Intra-Mesh LODs

      
Application Number 18905852
Status Pending
Filing Date 2024-10-03
First Publication Date 2025-04-10
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sherry

Abstract

The systems and methods described herein improve the compression of components used to render three-dimensional models in computer-generated graphics, enabling the dynamic rendering of those three-dimensional models. In various implementations, a mesh may be compressed utilizing information obtained during decimation of the mesh. In various implementations, a texture may be compressed using similar techniques to form a continuous level of detail (LOD) of the texture. As also described herein, a three-dimensional model may be dynamically rendered based on a current scene. For example, a mesh for a three-dimensional model may be rendered based on a current desired LOD level for a vertex of the mesh and pre-defined lowest-resolution LOD levels for that vertex.

IPC Classes  ?

  • G06T 9/00 - Image coding
  • G06T 17/20 - Wire-frame description, e.g. polygonalisation or tessellation

5.

Systems and Methods for Improving Compression of 3D Textures Using Unmapped Pixels

      
Application Number 18748759
Status Pending
Filing Date 2024-06-20
First Publication Date 2025-01-16
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sherry

Abstract

The systems and methods described herein provide improved texture compression techniques by identifying pixels of a texture that are not used or needed for rendering a three-dimensional model and taking into account the “unused” nature of those pixels. The unused pixels may be identified based on the UV mapping of the texture onto the three-dimensional model. According to one aspect of the invention, the systems and methods described herein may modify a compression method (or compression algorithm) to be used to treat the unused pixels as “wildcards” that may produce any color when decoded (and therefore the most efficiently coded representation can be chosen for such unused pixels). According to another aspect of the invention, the systems and methods described herein may pre-process unused pixels to enable the compression method to work more efficiently.

IPC Classes  ?

  • G06T 15/04 - Texture mapping
  • G06T 7/90 - Determination of colour characteristics
  • H04N 19/597 - Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using predictive coding specially adapted for multi-view video sequence encoding

6.

Systems and Methods for Improving Compression of 3D Textures Using Unmapped Pixels

      
Application Number 18425525
Status Pending
Filing Date 2024-01-29
First Publication Date 2024-12-26
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sherry

Abstract

The systems and methods described herein provide improved texture compression techniques by identifying pixels of a texture that are not used or needed for rendering a three-dimensional model and taking into account the “unused” nature of those pixels. The unused pixels may be identified based on the UV mapping of the texture onto the three-dimensional model. According to one aspect of the invention, the systems and methods described herein may modify a compression method (or compression algorithm) to be used to treat the unused pixels as “wildcards” that may produce any color when decoded (and therefore the most efficiently coded representation can be chosen for such unused pixels). According to another aspect of the invention, the systems and methods described herein may pre-process unused pixels to enable the compression method to work more efficiently.

IPC Classes  ?

7.

SYSTEMS AND METHODS FOR IMPROVING COMPRESSION OF 3D TEXTURES USING UNMAPPED PIXELS

      
Application Number IB2024050816
Publication Number 2024/261539
Status In Force
Filing Date 2024-01-29
Publication Date 2024-12-26
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchenko, Sherry

Abstract

The systems and methods described herein provide improved texture compression techniques by identifying pixels of a texture that are not used or needed for rendering a three- dimensional model and taking into account the "unused" nature of those pixels. The unused pixels may be identified based on the UV mapping of the texture onto the three-dimensional model. According to one aspect of the invention, the systems and methods described herein may modify a compression method (or compression algorithm) to be used to treat the unused pixels as "wildcards" that may produce any color when decoded (and therefore the most efficiently coded representation can be chosen for such unused pixels). According to another aspect of the invention, the systems and methods described herein may pre-process unused pixels to enable the compression method to work more efficiently.

IPC Classes  ?

8.

SYSTEMS AND METHODS FOR IMPROVING COMPRESSION OF 3D TEXTURES USING UNMAPPED PIXELS

      
Application Number IB2024056044
Publication Number 2024/261694
Status In Force
Filing Date 2024-06-20
Publication Date 2024-12-26
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchenko, Sherry

Abstract

The systems and methods described herein provide improved texture compression techniques by identifying pixels of a texture that are not used or needed for rendering a three-dimensional model and taking into account the "unused" nature of those pixels. The unused pixels may be identified based on the UV mapping of the texture onto the three-dimensional model. According to one aspect of the invention, the systems and methods described herein may modify a compression method (or compression algorithm) to be used to treat the unused pixels as "wildcards" that may produce any color when decoded (and therefore the most efficiently coded representation can be chosen for such unused pixels). According to another aspect of the invention, the systems and methods described herein may pre-process unused pixels to enable the compression method to work more efficiently.

IPC Classes  ?

9.

SYSTEMS AND METHODS FOR ONGOING RECONCILIATION OF NETWORK GAME DATA FOR ALMOST-DETERMINISTIC CLIENT AND SERVER

      
Application Number IB2024055463
Publication Number 2024/252286
Status In Force
Filing Date 2024-06-04
Publication Date 2024-12-12
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor
  • Ignatchenko, Sherry
  • Ivanchykhin, Dmytro

Abstract

Systems and methods for updating and maintaining a game state at a game client based on information provided by a game server are disclosed herein. The systems and methods described herein may enable a game client (or client computer system) to perform ongoing reconciliation in an almost-deterministic system. In various implementations, instead of consistently providing updated game state data, the game server may publish aggregated information calculated based on only a portion of the updated game state data that may be used by a game client to perform ongoing reconciliation of simulations performed on the game client and simulations performed on the game server. In some implementations, the aggregated information may comprise a hash calculated based on the updated game state data. In some implementations, the aggregated information published by the game server may relate to a particular grouping of information representing a portion of the updated game state data.

IPC Classes  ?

  • A63F 13/35 - Details of game servers
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/70 - Game security or game management aspects

10.

Systems and Methods for Ongoing Reconciliation of Network Game Data for Almost-Deterministic Client and Server

      
Application Number 18733302
Status Pending
Filing Date 2024-06-04
First Publication Date 2024-12-05
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor
  • Ignatchenko, Sherry
  • Ivanchykhin, Dmytro

Abstract

Systems and methods for updating and maintaining a game state at a game client based on information provided by a game server are disclosed herein. The systems and methods described herein may enable a game client (or client computer system) to perform ongoing reconciliation in an almost-deterministic system. In various implementations, instead of consistently providing updated game state data, the game server may publish aggregated information calculated based on only a portion of the updated game state data that may be used by a game client to perform ongoing reconciliation of simulations performed on the game client and simulations performed on the game server. In some implementations, the aggregated information may comprise a hash calculated based on the updated game state data. In some implementations, the aggregated information published by the game server may relate to a particular grouping of information representing a portion of the updated game state data.

IPC Classes  ?

  • A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene

11.

Systems and Methods for Tick-Less UDP Game Traffic

      
Application Number 18669729
Status Pending
Filing Date 2024-05-21
First Publication Date 2024-11-28
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sherry

Abstract

Systems and methods for communicating and synchronizing game state data for online games are described herein. A game server described herein may be configured to use predictive coding to provide game state data that includes all the information necessary to calculate a position of an object at a future point in time. If the movement of the object indeed does not change, the game server may forego publishing an update to the data related to that object. Instead, the client computer system may be configured to render the object based on the information already received. In some implementations, the published game state data may be included within User Datagram Protocol (UDP) packets. In some implementations, the game state data may be published by the game server immediately in response to input received. For example, the game state data may be published without waiting for a subsequent network tick.

IPC Classes  ?

  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene

12.

Systems and Methods for Mod-Supporting Authoritative Game Server

      
Application Number 18670011
Status Pending
Filing Date 2024-05-21
First Publication Date 2024-11-28
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sherry

Abstract

Systems and methods for implementing an authoritative universal game server configured to support game modifications are disclosed herein. A game server may include at least a simulator configured to modify a simulator and published state based on input received or as a result of time passing, and one or more nodes each comprising a sandbox responsible for running third-party code within the game server. The third-party code run on the game server may include both base assets corresponding to a version of an online game provided by a publisher of the online game and overridden assets that comprise base assets that have been modified by a user. Thus, the game server may be configured to run a modified version of the online game when using overridden assets. Systems and methods for improving performance of server-side simulations by skipping simulation ticks or abolishing simulation ticks entirely are also described herein.

IPC Classes  ?

  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions

13.

SYSTEMS FOR 3D-MODEL-BASED GAME STREAMING

      
Application Number IB2024054934
Publication Number 2024/241219
Status In Force
Filing Date 2024-05-21
Publication Date 2024-11-28
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchenko, Sherry

Abstract

A system for implementing three-dimensional model-based game streaming and corresponding methods of use are described herein. The system may include a universal game client configured to run on a client computer system or device that is capable of running various types of three-dimensional games. The universal game client may be configured to receive game state data published by a game server and render a virtual scene for an online game based on the game state data, one or more game assets downloaded over the Internet (e.g., as part of an initial game download or on-demand), and/or predicted information or simulations run by the universal game client. In some implementations, the universal game client may be configured to translate representations of game state data (e.g., from 2D-representations to 3D-representations) as needed for rendering. In some implementations, the universal game client may be embedded as a part of a web browser.

IPC Classes  ?

  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
  • A63F 13/335 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using Internet

14.

SYSTEMS AND METHODS FOR MOD-SUPPORTING AUTHORITATIVE GAME SERVER

      
Application Number IB2024054935
Publication Number 2024/241220
Status In Force
Filing Date 2024-05-21
Publication Date 2024-11-28
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchenko, Sherry

Abstract

Systems and methods for implementing an authoritative universal game server configured to support game modifications are disclosed herein. A game server may include at least a simulator configured to modify a simulator and published state based on input received or as a result of time passing, and one or more nodes each comprising a sandbox responsible for running third-party code within the game server. The third-party code run on the game server may include both base assets corresponding to a version of an online game provided by a publisher of the online game and overridden assets that comprise base assets that have been modified by a user. Thus, the game server may be configured to run a modified version of the online game when using overridden assets. Systems and methods for improving performance of server-side simulations by skipping simulation ticks or abolishing simulation ticks entirely are also described herein.

IPC Classes  ?

  • A63F 13/63 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client

15.

Systems and Methods for 3D-Model-Based Game Streaming

      
Application Number 18670105
Status Pending
Filing Date 2024-05-21
First Publication Date 2024-11-28
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sherry

Abstract

A system for implementing three-dimensional model-based game streaming and corresponding methods of use are described herein. The system may include a universal game client configured to run on a client computer system or device that is capable of running various types of three-dimensional games. The universal game client may be configured to receive game state data published by a game server and render a virtual scene for an online game based on the game state data, one or more game assets downloaded over the Internet (e.g., as part of an initial game download or on-demand), and/or predicted information or simulations run by the universal game client. In some implementations, the universal game client may be configured to translate representations of game state data (e.g., from 2D-representations to 3D-representations) as needed for rendering. In some implementations, the universal game client may be embedded as a part of a web browser.

IPC Classes  ?

  • A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory

16.

SYSTEMS AND METHODS FOR TICK-LESS UDP GAME TRAFFIC

      
Application Number IB2024054930
Publication Number 2024/241217
Status In Force
Filing Date 2024-05-21
Publication Date 2024-11-28
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchenko, Sherry

Abstract

Systems and methods for communicating and synchronizing game state data for online games are described herein. A game server described herein may be configured to use predictive coding to provide game state data that includes all the information necessary to calculate a position of an object at a future point in time. If the movement of the object indeed does not change, the game server may forego publishing an update to the data related to that object. Instead, the client computer system may be configured to render the object based on the information already received. In some implementations, the published game state data may be included within User Datagram Protocol (UDP) packets. In some implementations, the game state data may be published by the game server immediately in response to input received. For example, the game state data may be published without waiting for a subsequent network tick.

IPC Classes  ?

  • A63F 13/35 - Details of game servers
  • A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
  • H04L 67/131 - Protocols for games, networked simulations or virtual reality

17.

Systems and Methods for Polygon-Based Pathfinding with Different Movement Speeds

      
Application Number 18657013
Status Pending
Filing Date 2024-05-07
First Publication Date 2024-11-14
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor
  • Ignatchenko, Sherry
  • Ivanchykhin, Dmytro

Abstract

Systems and methods for identifying a path for a game object in two-dimensional polygon space in which the polygons making up the two-dimensional polygon space have different movement speeds are described herein. To find an optimal path, a graph may be generated for a two-dimensional polygon space including a polygon for at least each area associated with a different movement speed. A set of routing points may be added along each boundary between the polygons, and a set of segments may be identified between the routing points and each of the starting point and ending point. For each of the individual segments, a cost may be calculated that corresponds to a minimum time required to travel between the routing point and either the starting point or ending point. Using a graph search method, an optimal path along at least one segment in each polygon may be identified.

IPC Classes  ?

  • A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding

18.

SYSTEMS AND METHODS FOR POLYGON-BASED PATHFINDING WITH DIFFERENT MOVEMENT SPEEDS

      
Application Number IB2024054451
Publication Number 2024/231839
Status In Force
Filing Date 2024-05-07
Publication Date 2024-11-14
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor
  • Ignatchenko, Sherry
  • Ivanchykhin, Dmytro

Abstract

Systems and methods for identifying a path for a game object in two-dimensional polygon space in which the polygons making up the two-dimensional polygon space have different movement speeds are described herein. To find an optimal path, a graph may be generated for a two-dimensional polygon space including a polygon for at least each area associated with a different movement speed. A set of routing points may be added along each boundary between the polygons, and a set of segments may be identified between the routing points and each of the starting point and ending point. For each of the individual segments, a cost may be calculated that corresponds to a minimum time required to travel between the routing point and either the starting point or ending point. Using a graph search method, an optimal path along at least one segment in each polygon may be identified.

IPC Classes  ?

  • A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding

19.

SYSTEMS AND METHODS FOR PROTECTING GAME ASSETS FOR ONLINE GAMES

      
Application Number IB2024053956
Publication Number 2024/224288
Status In Force
Filing Date 2024-04-23
Publication Date 2024-10-31
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchekno, Sherry

Abstract

Systems and methods for protecting game assets for online games are described herein. The systems and methods described herein may be configured to perform obfuscated encryption of game assets used to render computer-generated three-dimensional models in online games. Code may be generated for encrypting a game asset using a bijective function. The code may consist of a set of pseudo-randomly generate bijection primitives, including at least one encryption algorithm. In some implementations, at least one of the bijection primitives may use encryption in counter (CTR) mode. In some implementations, the encryption key associated with the encryption algorithm and/or the code for the encryption algorithm may be obfuscated prior to being embedded within the generated code. Techniques for protecting game assets stored persistently and by obfuscating an encryption key using a key schedule are also described herein.

IPC Classes  ?

  • A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
  • A63F 13/71 - Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players

20.

Systems and Methods for Protecting Game Assets for Online Games

      
Application Number 18643569
Status Pending
Filing Date 2024-04-23
First Publication Date 2024-10-24
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sherry

Abstract

Systems and methods for protecting game assets for online games are described herein. The systems and methods described herein may be configured to perform obfuscated encryption of game assets used to render computer-generated three-dimensional models in online games. Code may be generated for encrypting a game asset using a bijective function. The code may consist of a set of pseudo-randomly generate bijection primitives, including at least one encryption algorithm. In some implementations, at least one of the bijection primitives may use encryption in counter (CTR) mode. In some implementations, the encryption key associated with the encryption algorithm and/or the code for the encryption algorithm may be obfuscated prior to being embedded within the generated code. Techniques for protecting game assets stored persistently and by obfuscating an encryption key using a key schedule are also described herein.

IPC Classes  ?

  • A63F 13/71 - Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
  • H04L 9/06 - Arrangements for secret or secure communicationsNetwork security protocols the encryption apparatus using shift registers or memories for blockwise coding, e.g. D.E.S. systems

21.

SYSTEMS AND METHODS FOR INCREMENTAL DYNAMIC LOADING OF GAME ASSETS

      
Application Number IB2024053468
Publication Number 2024/214006
Status In Force
Filing Date 2024-04-09
Publication Date 2024-10-17
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchenko, Sherry

Abstract

The systems and methods described herein provide techniques for performing fast, incremental, dynamic loading of game assets. A client computer system may be configured to receive updated game state data from a game server and request game assets as needed based on the game state data. The game server may make game assets available for download by the client computing system in the form of downloadable resource comprising, for example, mesh data and texture data. The mesh data and the texture data may be organized within the downloadable resource based on levels of detail (LODs) and provided as a progressive stream. As data related to a game asset is downloaded from the game server, the client computer system may be configured to update the version of the game asset rendered within the virtual scene to incrementally improve the quality of the game asset until it reaches a target LOD.

IPC Classes  ?

  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
  • A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene

22.

SYSTEMS AND METHODS FOR REDUCING ASSET DECOMPRESSION TIME

      
Application Number IB2024053475
Publication Number 2024/214009
Status In Force
Filing Date 2024-04-09
Publication Date 2024-10-17
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchenko, Sherry

Abstract

Systems and methods for reducing asset size and loading time of digital assets are disclosed herein. Asset sizes and load times may be reduced by storing images in a decompression-friendly format and/or by performing hybrid decompression of compressed images using both a central processing unit (CPU) and a graphics processing unit (GPU). Such hybrid decompression may be performed on an image compressed using discrete cosine transform (DCT)-based compression. The CPU may be configured to decompress a compressed image using an entropy decoding method. DCT coefficients may then be passed to the GPU for further DCT processing. The GPU may be configured to recompress the decompressed image and write the recompressed image directly to a texture memory of the GPU (i.e., without providing the recompressed image to the CPU).

IPC Classes  ?

  • H04N 19/42 - Methods or arrangements for coding, decoding, compressing or decompressing digital video signals characterised by implementation details or hardware specially adapted for video compression or decompression, e.g. dedicated software implementation
  • H04N 19/436 - Methods or arrangements for coding, decoding, compressing or decompressing digital video signals characterised by implementation details or hardware specially adapted for video compression or decompression, e.g. dedicated software implementation using parallelised computational arrangements
  • H04N 19/44 - Decoders specially adapted therefor, e.g. video decoders which are asymmetric with respect to the encoder
  • H04N 19/91 - Entropy coding, e.g. variable length coding [VLC] or arithmetic coding

23.

Systems and Methods for Reducing Asset Decompression Time

      
Application Number 18630605
Status Pending
Filing Date 2024-04-09
First Publication Date 2024-10-10
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sherry

Abstract

Systems and methods for reducing asset size and loading time of digital assets are disclosed herein. Asset sizes and load times may be reduced by storing images in a decompression-friendly format and/or by performing hybrid decompression of compressed images using both a central processing unit (CPU) and a graphics processing unit (GPU). Such hybrid decompression may be performed on an image compressed using discrete cosine transform (DCT)-based compression. The CPU may be configured to decompress a compressed image using an entropy decoding method. DCT coefficients may then be passed to the GPU for further DCT processing. The GPU may be configured to recompress the decompressed image and write the recompressed image directly to a texture memory of the GPU (i.e., without providing the recompressed image to the CPU).

IPC Classes  ?

  • G06T 9/00 - Image coding
  • A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor

24.

Systems and Methods for Incremental Dynamic Loading of Game Assets

      
Application Number 18630409
Status Pending
Filing Date 2024-04-09
First Publication Date 2024-10-10
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sherry

Abstract

The systems and methods described herein provide techniques for performing fast, incremental, dynamic loading of game assets. A client computer system may be configured to receive updated game state data from a game server and request game assets as needed based on the game state data. The game server may make game assets available for download by the client computing system in the form of downloadable resource comprising, for example, mesh data and texture data. The mesh data and the texture data may be organized within the downloadable resource based on levels of detail (LODs) and provided as a progressive stream. As data related to a game asset is downloaded from the game server, the client computer system may be configured to update the version of the game asset rendered within the virtual scene to incrementally improve the quality of the game asset until it reaches a target LOD.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene

25.

SYSTEMS AND METHODS FOR IMPROVING ASSET DOWNLOAD TIME USING FORWARD ERROR CORRECTION

      
Application Number IB2024052905
Publication Number 2024/201304
Status In Force
Filing Date 2024-03-26
Publication Date 2024-10-03
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchenko, Sherry

Abstract

The systems and methods described herein provide techniques for improving asset download time using forward error correction to recover lost packets or data. In various implementations, a sending device may be configured to encode redundant data in a data stream that enables a receiving device to reconstruct the data in the file if a portion of the data is not received. The redundant data may be based on single parity, in which the redundant data is generated using XOR (similar to the RAID-5 encoding methods), or the redundant data may be based on dual parity, in which the redundant data is generated using Galois fields (similar to the RAID-6 encoding methods). In some embodiments, the redundant data may be transmitted in separate packets. In other embodiments, the redundant data may be included as part of the data stream.

IPC Classes  ?

  • H04L 1/00 - Arrangements for detecting or preventing errors in the information received

26.

Systems and Methods for Improving Asset Download Time Using Forward Error Correction

      
Application Number 18616967
Status Pending
Filing Date 2024-03-26
First Publication Date 2024-10-03
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sherry

Abstract

The systems and methods described herein provide techniques for improving asset download time using forward error correction to recover lost packets or data. In various implementations, a sending device may be configured to encode redundant data in a data stream that enables a receiving device to reconstruct the data in the file if a portion of the data is not received. The redundant data may be based on single parity, in which the redundant data is generated using XOR (similar to the RAID-5 encoding methods), or the redundant data may be based on dual parity, in which the redundant data is generated using Galois fields (similar to the RAID-6 encoding methods). In some embodiments, the redundant data may be transmitted in separate packets. In other embodiments, the redundant data may be included as part of the data stream.

IPC Classes  ?

  • H04L 1/00 - Arrangements for detecting or preventing errors in the information received
  • H04L 1/08 - Arrangements for detecting or preventing errors in the information received by repeating transmission, e.g. Verdan system

27.

SYSTEMS AND METHODS FOR RUNTIME CONSTRUCTION OF THREE-DIMENSIONAL URBANISTIC LANDSCAPES

      
Application Number IB2024052388
Publication Number 2024/189539
Status In Force
Filing Date 2024-03-12
Publication Date 2024-09-19
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor
  • Ignatchenko, Sherry
  • Ivanchykhin, Dmytro

Abstract

The systems and methods described herein provide techniques for constructing during runtime, on a client computer system, three-dimensional objects to be rendered within a virtual scene. In various implementations, meshes and/or textures for the objects to be rendered within a virtual scene may be stored at a client computer system. Stored meshes and/or textures may comprise meshes and textures associated with resizable and non- resizable portions of the target three-dimensional model. The client computer system may be configured to perform runtime construction of the target three-dimensional model based on the stored meshes and/or textures, and the target model may be used to render one or more objects within a virtual scene. Generating the three-dimensional virtual scene may comprise constructing individual objects within the virtual scene, with at least one of appearance, size, and position being randomized.

IPC Classes  ?

  • A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
  • G06T 19/20 - Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • G06T 15/04 - Texture mapping
  • G06T 17/20 - Wire-frame description, e.g. polygonalisation or tessellation

28.

SYSTEMS AND METHODS FOR EFFICIENT COMPRESSION OF LOW-RESOLUTION GAME ASSETS

      
Application Number IB2024052393
Publication Number 2024/189543
Status In Force
Filing Date 2024-03-12
Publication Date 2024-09-19
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchenko, Sherry

Abstract

The systems and methods described herein provide techniques for constructing computer- generated three-dimensional objects to be rendered within a virtual scene. In various implementations, base meshes, base textures, and texture overlays may be stored on a client computer system and used to render a three-dimensional object based on instructions received from a game server. Each base mesh may correspond to a different shape for a given type of three-dimensional object. For example, the base mesh may be for a body type of a character, the base mesh may represent a body shape for the character, and the one or more textures may represent skin tone and/or one or more types of clothing to be rendered on the character. In various implementations, the client computer system may receive instructions from the game server in which the data needed to identify the three-dimensional object may be encoded using a single-digit number of bytes.

IPC Classes  ?

  • A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • G06T 15/00 - 3D [Three Dimensional] image rendering
  • G06T 17/00 - 3D modelling for computer graphics

29.

Systems and Methods for Runtime Construction of Three-Dimensional Urbanistic Landscapes

      
Application Number 18602195
Status Pending
Filing Date 2024-03-12
First Publication Date 2024-09-19
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor
  • Ignatchenko, Sherry
  • Ivanchykhin, Dmytro

Abstract

The systems and methods described herein provide techniques for constructing during runtime, on a client computer system, three-dimensional objects to be rendered within a virtual scene. In various implementations, meshes and/or textures for the objects to be rendered within a virtual scene may be stored at a client computer system. Stored meshes and/or textures may comprise meshes and textures associated with resizable and non-resizable portions of the target three-dimensional model. The client computer system may be configured to perform runtime construction of the target three-dimensional model based on the stored meshes and/or textures, and the target model may be used to render one or more objects within a virtual scene. Generating the three-dimensional virtual scene may comprise constructing individual objects within the virtual scene, with at least one of appearance, size, and position being randomized.

IPC Classes  ?

  • G06T 19/20 - Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene

30.

Systems and Methods for Efficient Compression of Low-Resolution Game Assets

      
Application Number 18602575
Status Pending
Filing Date 2024-03-12
First Publication Date 2024-09-19
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sherry

Abstract

The systems and methods described herein provide techniques for constructing computer-generated three-dimensional objects to be rendered within a virtual scene. In various implementations, base meshes, base textures, and texture overlays may be stored on a client computer system and used to render a three-dimensional object based on instructions received from a game server. Each base mesh may correspond to a different shape for a given type of three-dimensional object. For example, the base mesh may be for a body type of a character, the base mesh may represent a body shape for the character, and the one or more textures may represent skin tone and/or one or more types of clothing to be rendered on the character. In various implementations, the client computer system may receive instructions from the game server in which the data needed to identify the three-dimensional object may be encoded using a single-digit number of bytes.

IPC Classes  ?

  • G06T 15/04 - Texture mapping
  • A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers

31.

SYSTEMS AND METHODS FOR CREATING LEVELS OF DETAIL USING PERCEPTUAL DEGRADATION

      
Application Number IB2024051827
Publication Number 2024/180455
Status In Force
Filing Date 2024-02-26
Publication Date 2024-09-06
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchenko, Sherry

Abstract

The systems and methods described herein provide improved display techniques for rendering computer-generated three-dimensional models. According to one aspect of the invention, a level of detail (LOD) used to render a computer-generated three-dimensional model may be generated that meets a pre-defined quality target. The LOD may be generated by first testing a minimum LOD against a reference rendering. If the minimum LOD does not satisfy an image quality target, a two-dimensional function of mesh number of triangles and texture pixel dimensions may be used to select an LOD for the three-dimensional model that satisfies the image quality target and where another quality metric is optimized. Once an LOD that satisfies the image quality target is identified, the resultant LOD may be assigned as the LOD to be used to render the three-dimensional model for a predefined scene and/or a predefined range of distances.

IPC Classes  ?

  • G06T 15/00 - 3D [Three Dimensional] image rendering
  • G06T 17/20 - Wire-frame description, e.g. polygonalisation or tessellation

32.

Systems and Methods for Creating Levels of Detail Using Perceptual Degradation

      
Application Number 18587095
Status Pending
Filing Date 2024-02-26
First Publication Date 2024-08-29
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sherry

Abstract

The systems and methods described herein provide improved display techniques for rendering computer-generated three-dimensional models. According to one aspect of the invention, a level of detail (LOD) used to render a computer-generated three-dimensional model may be generated that meets a pre-defined quality target. The LOD may be generated by first testing a minimum LOD against a reference rendering. If the minimum LOD does not satisfy an image quality target, a two-dimensional function of mesh number of triangles and texture pixel dimensions may be used to select an LOD for the three-dimensional model that satisfies the image quality target and where another quality metric is optimized. Once an LOD that satisfies the image quality target is identified, the resultant LOD may be assigned as the LOD to be used to render the three-dimensional model for a predefined scene and/or a predefined range of distances.

IPC Classes  ?

33.

SYSTEMS AND METHODS FOR IMPROVING COMPRESSION OF STRUCTURED DATA IN THREE-DIMENSIONAL APPLICATIONS

      
Application Number IB2024051290
Publication Number 2024/171025
Status In Force
Filing Date 2024-02-12
Publication Date 2024-08-22
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchenko, Sherry

Abstract

Systems and methods for encoding and compressing structured data for rendering computer-generated graphics in three-dimensional applications are described herein. In various implementations, structured data may be encoded into an intermediate symbol stream using frequency tables specifically for a type of structured data object, field, or value being encoded. In some implementations, additional information may be incorporated into the symbols used to encode individual structured data objects. In some implementations, structured data objects may be encoded based on a context associated with the structured data object. Once structured data is encoded as an intermediate symbol stream, the intermediate symbol stream may be compressed using one or more entropy coding methods. By taking into account the underlying structure of the data, the systems and methods described herein reduce redundancies, thereby improving compression of the structured data.

IPC Classes  ?

  • H03M 7/30 - CompressionExpansionSuppression of unnecessary data, e.g. redundancy reduction
  • H03M 7/40 - Conversion to or from variable length codes, e.g. Shannon-Fano code, Huffman code, Morse code

34.

SYSTEMS AND METHODS FOR PERFORMING PROGRESSIVE MESH COMPRESSION

      
Application Number IB2024051295
Publication Number 2024/171028
Status In Force
Filing Date 2024-02-12
Publication Date 2024-08-22
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchenko, Sherry

Abstract

The systems and methods described herein may improve the rendering of computer- generated three-dimensional models using progressive mesh compression. In various implementations, an initial mesh may be obtained and encoded into a data stream. Subsequent meshes may then be encoded based on a superset relationship between consecutive meshes. If the vertices of the mesh are not a superset of a prior mesh, the mesh may be encoded within an intermediate symbol stream using a non-incremental mesh compression technique. If the vertices of the mesh are a superset of a prior mesh, a sequence of per-triangle operators may be applied to the mesh to produce a progressive mesh. The mesh may then be encoded by encoding the operators applied to the mesh in sequence. When encoding the mesh, coordinates of vertices may be defined based on the difference between the coordinates and predicted values generated using a prediction function.

IPC Classes  ?

  • H03M 7/30 - CompressionExpansionSuppression of unnecessary data, e.g. redundancy reduction
  • G06T 9/00 - Image coding

35.

Systems and Methods for Performing Progressive Mesh Compression

      
Application Number 18438898
Status Pending
Filing Date 2024-02-12
First Publication Date 2024-08-15
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sherry

Abstract

The systems and methods described herein may improve the rendering of computer-generated three-dimensional models using progressive mesh compression. In various implementations, an initial mesh may be obtained and encoded into a data stream. Subsequent meshes may then be encoded based on a superset relationship between consecutive meshes. If the vertices of the mesh are not a superset of a prior mesh, the mesh may be encoded within an intermediate symbol stream using a non-incremental mesh compression technique. If the vertices of the mesh are a superset of a prior mesh, a sequence of per-triangle operators may be applied to the mesh to produce a progressive mesh. The mesh may then be encoded by encoding the operators applied to the mesh in sequence. When encoding the mesh, coordinates of vertices may be defined based on the difference between the coordinates and predicted values generated using a prediction function.

IPC Classes  ?

  • G06T 9/00 - Image coding
  • G06T 17/20 - Wire-frame description, e.g. polygonalisation or tessellation
  • G06T 19/20 - Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts

36.

Systems and Methods for Improving Compression of Structured Data in Three-Dimensional Applications

      
Application Number 18438702
Status Pending
Filing Date 2024-02-12
First Publication Date 2024-08-15
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sherry

Abstract

Systems and methods for encoding and compressing structured data for rendering computer-generated graphics in three-dimensional applications are described herein. In various implementations, structured data may be encoded into an intermediate symbol stream using frequency tables specifically for a type of structured data object, field, or value being encoded. In some implementations, additional information may be incorporated into the symbols used to encode individual structured data objects. In some implementations, structured data objects may be encoded based on a context associated with the structured data object. Once structured data is encoded as an intermediate symbol stream, the intermediate symbol stream may be compressed using one or more entropy coding methods. By taking into account the underlying structure of the data, the systems and methods described herein reduce redundancies, thereby improving compression of the structured data.

IPC Classes  ?

  • H03M 7/30 - CompressionExpansionSuppression of unnecessary data, e.g. redundancy reduction
  • G06F 16/22 - IndexingData structures thereforStorage structures

37.

SYSTEMS AND METHODS FOR IMPROVING COMPRESSION OF NORMAL MAPS

      
Application Number IB2024050812
Publication Number 2024/161286
Status In Force
Filing Date 2024-01-29
Publication Date 2024-08-08
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor
  • Ignatchenko, Sherry
  • Ivanchykhin, Dmytro

Abstract

The systems and methods described herein provide improved techniques for compressing texture maps used to render three-dimensional models in computer-generated graphics. In various implementations, the systems and methods described herein may be used to compress normal maps or similar texture maps used to render three-dimensional models. When compressing an image, a conversion may be applied to the image. For example, an integrating conversion or a color-space conversion may be applied to the image. Quantization may then be applied to the resulting integrated or color-converted image. Using an existing compression method, the resulting image may then be compressed before it is transferred and/or stored. When decompressing the image, an existing decompression method may be used that is complementary to the compression method used to compress the compressed image. The resulting decompressed integrated or color-converted image may then be converted back into the original image as described herein.

IPC Classes  ?

  • G06T 9/00 - Image coding
  • H04N 19/85 - Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using pre-processing or post-processing specially adapted for video compression
  • G06T 15/04 - Texture mapping

38.

SYSTEMS AND METHODS FOR CREATING EFFICIENT PROGRESSIVE IMAGES

      
Application Number IB2024050815
Publication Number 2024/161288
Status In Force
Filing Date 2024-01-29
Publication Date 2024-08-08
Owner SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchenko, Sherry

Abstract

Systems and methods for utilizing differential compression to create efficient progressive images are described herein. To produce a progressive image, a differential image may first be created by using a lowest-quality image of the progressive image stream as an initial reference image. The differential image created using the lowest-quality image may then be compressed and appended to a progressive image stream. The compressed differential image may then be decompressed and used to produce an undifferentiated image of the original image. If the undifferentiated image meets a desired image quality, the progressive image stream may be completed with the undifferentiated image. If the undifferentiated image does not meet a desired image quality, these steps may be repeated using the resultant undifferentiated image as the reference image until the undifferentiated image produced meets a desired image quality.

IPC Classes  ?

  • G06T 9/00 - Image coding
  • H04N 19/33 - Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using hierarchical techniques, e.g. scalability in the spatial domain

39.

Systems and Methods for Improving Compression of Normal Maps

      
Application Number 18425130
Status Pending
Filing Date 2024-01-29
First Publication Date 2024-08-01
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor
  • Ignatchenko, Sherry
  • Ivanchykhin, Dmytro

Abstract

The systems and methods described herein provide improved techniques for compressing texture maps used to render three-dimensional models in computer-generated graphics. In various implementations, the systems and methods described herein may be used to compress normal maps or similar texture maps used to render three-dimensional models. When compressing an image, a conversion may be applied to the image. For example, an integrating conversion or a color-space conversion may be applied to the image. Quantization may then be applied to the resulting integrated or color-converted image. Using an existing compression method, the resulting image may then be compressed before it is transferred and/or stored. When decompressing the image, an existing decompression method may be used that is complementary to the compression method used to compress the compressed image. The resulting decompressed integrated or color-converted image may then be converted back into the original image as described herein.

IPC Classes  ?

  • G06T 9/00 - Image coding
  • G06T 19/20 - Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts

40.

Systems and Methods for Creating Efficient Progressive Images

      
Application Number 18425315
Status Pending
Filing Date 2024-01-29
First Publication Date 2024-08-01
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sherry

Abstract

Systems and methods for utilizing differential compression to create efficient progressive images are described herein. To produce a progressive image, a differential image may first be created by using a lowest-quality image of the progressive image stream as an initial reference image. The differential image created using the lowest-quality image may then be compressed and appended to a progressive image stream. The compressed differential image may then be decompressed and used to produce an undifferentiated image of the original image. If the undifferentiated image meets a desired image quality, the progressive image stream may be completed with the undifferentiated image. If the undifferentiated image does not meet a desired image quality, these steps may be repeated using the resultant undifferentiated image as the reference image until the undifferentiated image produced meets a desired image quality.

IPC Classes  ?

41.

Systems, apparatuses and methods for network packet management

      
Application Number 18542584
Grant Number 12212492
Status In Force
Filing Date 2023-12-15
First Publication Date 2024-06-20
Grant Date 2025-01-28
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sergey

Abstract

Methods and systems are provided for latency-oriented router. An incoming packet is received on a first interface. The type of the incoming packet is determined. Upon the detection that the incoming packet belongs to latency-critical traffic, the incoming packet is duplicated into one or more copies. Subsequently, the duplicated copies are sent to a second interface in a delayed fashion where the duplicated copies are spread over a time period. The duplicated copies are received and processed at the second interface.

IPC Classes  ?

42.

Systems, Apparatuses and Methods for Network Packet Management

      
Application Number 18338110
Status Pending
Filing Date 2023-06-20
First Publication Date 2024-01-25
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sergey

Abstract

Methods and systems are provided for latency-oriented router. An incoming packet is received on a first interface. The type of the incoming packet is determined. Upon the detection that the incoming packet belongs to latency-critical traffic, the incoming packet is duplicated into one or more copies. Subsequently, the duplicated copies are sent to a second interface in a delayed fashion where the duplicated copies are spread over a time period. The duplicated copies are received and processed at the second interface.

IPC Classes  ?

43.

Systems, Apparatuses and Methods for Network Packet Management

      
Application Number 18338131
Status Pending
Filing Date 2023-06-20
First Publication Date 2024-01-25
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sergey

Abstract

Methods and systems are provided for latency-oriented router. An incoming packet is received on a first interface. The type of the incoming packet is determined. Upon the detection that the incoming packet belongs to latency-critical traffic, the incoming packet is duplicated into one or more copies. Subsequently, the duplicated copies are sent to a second interface in a delayed fashion where the duplicated copies are spread over a time period. The duplicated copies are received and processed at the second interface.

IPC Classes  ?

44.

Systems, apparatuses and methods for network packet management

      
Application Number 18179104
Grant Number 12149447
Status In Force
Filing Date 2023-03-06
First Publication Date 2023-09-07
Grant Date 2024-11-19
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sergey

Abstract

Methods and systems are provided for latency-oriented router. An incoming packet is received on a first interface. The type of the incoming packet is determined. Upon the detection that the incoming packet belongs to latency-critical traffic, the incoming packet is duplicated into one or more copies. Subsequently, the duplicated copies are sent to a second interface in a delayed fashion where the duplicated copies are spread over a time period. The duplicated copies are received and processed at the second interface.

IPC Classes  ?

45.

Systems, apparatuses and methods for network packet management

      
Application Number 18158222
Grant Number 11855895
Status In Force
Filing Date 2023-01-23
First Publication Date 2023-07-27
Grant Date 2023-12-26
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sergey

Abstract

Methods and systems are provided for latency-oriented router. An incoming packet is received on a first interface. The type of the incoming packet is determined. Upon the detection that the incoming packet belongs to latency-critical traffic, the incoming packet is duplicated into one or more copies. Subsequently, the duplicated copies are sent to a second interface in a delayed fashion where the duplicated copies are spread over a time period. The duplicated copies are received and processed at the second interface.

IPC Classes  ?

46.

Systems, apparatuses and methods for cooperating routers

      
Application Number 18161578
Grant Number 12238003
Status In Force
Filing Date 2023-01-30
First Publication Date 2023-06-01
Grant Date 2025-02-25
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sergey

Abstract

Methods and systems are provided for cooperating routers in communication networks. The cooperating routers conduct a handshake to exchange information with respect to “cooperation types” which they are capable of performing and/or are configured to perform. In an exemplary “emergency connection” cooperation type, one cooperating router may use the ISP connection of another cooperating router to send and receive packets. In an exemplary “bandwidth sharing” cooperation type, one cooperating router may make excess bandwidth available for use by other cooperating routers. In an exemplary “latency optimization” cooperation type, one cooperating router may use another cooperating router to transmit duplicates of packets or to implement suppression techniques.

IPC Classes  ?

  • H04L 45/00 - Routing or path finding of packets in data switching networks
  • H04L 43/0852 - Delays
  • H04L 43/10 - Active monitoring, e.g. heartbeat, ping or trace-route
  • H04L 45/121 - Shortest path evaluation by minimising delays
  • H04L 45/74 - Address processing for routing
  • H04L 47/2416 - Real-time traffic
  • H04L 47/32 - Flow controlCongestion control by discarding or delaying data units, e.g. packets or frames
  • H04L 69/16 - Implementation or adaptation of Internet protocol [IP], of transmission control protocol [TCP] or of user datagram protocol [UDP]

47.

Systems, apparatuses and methods for network packet management

      
Application Number 17097902
Grant Number 11689462
Status In Force
Filing Date 2020-11-13
First Publication Date 2021-05-06
Grant Date 2023-06-27
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sergey

Abstract

Methods and systems are provided for latency-oriented router. An incoming packet is received on a first interface. The type of the incoming packet is determined. Upon the detection that the incoming packet belongs to latency-critical traffic, the incoming packet is duplicated into one or more copies. Subsequently, the duplicated copies are sent to a second interface in a delayed fashion where the duplicated copies are spread over a time period. The duplicated copies are received and processed at the second interface.

IPC Classes  ?

  • H04L 43/08 - Monitoring or testing based on specific metrics, e.g. QoS, energy consumption or environmental parameters
  • H04L 45/745 - Address table lookupAddress filtering
  • H04L 47/56 - Queue scheduling implementing delay-aware scheduling
  • H04L 1/00 - Arrangements for detecting or preventing errors in the information received
  • H04L 45/24 - Multipath
  • H04L 47/2416 - Real-time traffic
  • H04L 45/302 - Route determination based on requested QoS
  • H04L 43/0864 - Round trip delays
  • H04L 43/087 - Jitter
  • H04L 43/0894 - Packet rate
  • H04L 45/00 - Routing or path finding of packets in data switching networks
  • H04L 45/741 - Routing in networks with a plurality of addressing schemes, e.g. with both IPv4 and IPv6

48.

Systems, apparatuses and methods for network packet management

      
Application Number 17097910
Grant Number 11601366
Status In Force
Filing Date 2020-11-13
First Publication Date 2021-05-06
Grant Date 2023-03-07
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sergey

Abstract

Methods and systems are provided for latency-oriented router. An incoming packet is received on a first interface. The type of the incoming packet is determined. Upon the detection that the incoming packet belongs to latency-critical traffic, the incoming packet is duplicated into one or more copies. Subsequently, the duplicated copies are sent to a second interface in a delayed fashion where the duplicated copies are spread over a time period. The duplicated copies are received and processed at the second interface.

IPC Classes  ?

49.

Systems, apparatuses and methods for network packet management

      
Application Number 17097847
Grant Number 11689461
Status In Force
Filing Date 2020-11-13
First Publication Date 2021-03-04
Grant Date 2023-06-27
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sergey

Abstract

Methods and systems are provided for latency-oriented router. An incoming packet is received on a first interface. The type of the incoming packet is determined. Upon the detection that the incoming packet belongs to latency-critical traffic, the incoming packet is duplicated into one or more copies. Subsequently, the duplicated copies are sent to a second interface in a delayed fashion where the duplicated copies are spread over a time period. The duplicated copies are received and processed at the second interface.

IPC Classes  ?

  • H04L 43/08 - Monitoring or testing based on specific metrics, e.g. QoS, energy consumption or environmental parameters
  • H04L 45/745 - Address table lookupAddress filtering
  • H04L 47/56 - Queue scheduling implementing delay-aware scheduling
  • H04L 1/00 - Arrangements for detecting or preventing errors in the information received
  • H04L 45/24 - Multipath
  • H04L 47/2416 - Real-time traffic
  • H04L 45/302 - Route determination based on requested QoS
  • H04L 43/0864 - Round trip delays
  • H04L 43/087 - Jitter
  • H04L 43/0894 - Packet rate
  • H04L 45/00 - Routing or path finding of packets in data switching networks
  • H04L 45/741 - Routing in networks with a plurality of addressing schemes, e.g. with both IPv4 and IPv6

50.

Systems, apparatuses and methods for network packet management

      
Application Number 17033394
Grant Number 11689460
Status In Force
Filing Date 2020-09-25
First Publication Date 2021-02-25
Grant Date 2023-06-27
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sergey

Abstract

Methods and systems are provided for latency-oriented router. An incoming packet is received on a first interface. The type of the incoming packet is determined. Upon the detection that the incoming packet belongs to latency-critical traffic, the incoming packet is duplicated into one or more copies. Subsequently, the duplicated copies are sent to a second interface in a delayed fashion where the duplicated copies are spread over a time period. The duplicated copies are received and processed at the second interface.

IPC Classes  ?

  • H04L 12/741 - Header address processing for routing, e.g. table lookup
  • H04L 1/00 - Arrangements for detecting or preventing errors in the information received
  • H04L 12/26 - Monitoring arrangements; Testing arrangements
  • H04L 12/707 - Route fault prevention or recovery, e.g. rerouting, route redundancy, virtual router redundancy protocol [VRRP] or hot standby router protocol [HSRP] using path redundancy
  • H04L 12/721 - Routing procedures, e.g. shortest path routing, source routing, link state routing or distance vector routing
  • H04L 12/725 - Selecting a path with suitable quality of service [QoS]
  • H04L 12/749 - Address processing over inter-domain or inter-network, e.g. mapping different addresses between IPv6 and IPv4 networks for routing
  • H04L 12/853 - Traffic type related actions, e.g. QoS or priority for real time traffic
  • H04L 12/875 - Delay-aware scheduling
  • H04L 45/745 - Address table lookupAddress filtering
  • H04L 47/56 - Queue scheduling implementing delay-aware scheduling
  • H04L 45/24 - Multipath
  • H04L 47/2416 - Real-time traffic
  • H04L 45/302 - Route determination based on requested QoS
  • H04L 43/0864 - Round trip delays
  • H04L 43/087 - Jitter
  • H04L 43/0894 - Packet rate
  • H04L 45/00 - Routing or path finding of packets in data switching networks
  • H04L 45/741 - Routing in networks with a plurality of addressing schemes, e.g. with both IPv4 and IPv6

51.

Systems, apparatuses and methods for network packet management

      
Application Number 15951853
Grant Number 10841224
Status In Force
Filing Date 2018-04-12
First Publication Date 2018-08-16
Grant Date 2020-11-17
Owner
  • SIX IMPOSSIBLE THINGS BEFORE BREAKFAST (Ireland)
  • SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchenko, Sergey

Abstract

Methods and systems are provided for latency-oriented router. An incoming packet is received on a first interface. The type of the incoming packet is determined. Upon the detection that the incoming packet belongs to latency-critical traffic, the incoming packet is duplicated into one or more copies. Subsequently, the duplicated copies are sent to a second interface in a delayed fashion where the duplicated copies are spread over a time period. The duplicated copies are received and processed at the second interface.

IPC Classes  ?

  • H04L 1/00 - Arrangements for detecting or preventing errors in the information received
  • H04L 12/741 - Header address processing for routing, e.g. table lookup
  • H04L 12/875 - Delay-aware scheduling
  • H04L 12/707 - Route fault prevention or recovery, e.g. rerouting, route redundancy, virtual router redundancy protocol [VRRP] or hot standby router protocol [HSRP] using path redundancy
  • H04L 12/853 - Traffic type related actions, e.g. QoS or priority for real time traffic
  • H04L 12/725 - Selecting a path with suitable quality of service [QoS]
  • H04L 12/26 - Monitoring arrangements; Testing arrangements
  • H04L 12/721 - Routing procedures, e.g. shortest path routing, source routing, link state routing or distance vector routing
  • H04L 12/749 - Address processing over inter-domain or inter-network, e.g. mapping different addresses between IPv6 and IPv4 networks for routing

52.

Systems, apparatuses and methods for network packet management

      
Application Number 15883917
Grant Number 10841223
Status In Force
Filing Date 2018-01-30
First Publication Date 2018-06-21
Grant Date 2020-11-17
Owner
  • SIX IMPOSSIBLE THINGS BEFORE BREAKFAST (Ireland)
  • SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchenko, Sergey

Abstract

Methods and systems are provided for latency-oriented router. An incoming packet is received on a first interface. The type of the incoming packet is determined. Upon the detection that the incoming packet belongs to latency-critical traffic, the incoming packet is duplicated into one or more copies. Subsequently, the duplicated copies are sent to a second interface in a delayed fashion where the duplicated copies are spread over a time period. The duplicated copies are received and processed at the second interface.

IPC Classes  ?

  • H04L 1/00 - Arrangements for detecting or preventing errors in the information received
  • H04L 12/741 - Header address processing for routing, e.g. table lookup
  • H04L 12/875 - Delay-aware scheduling
  • H04L 12/707 - Route fault prevention or recovery, e.g. rerouting, route redundancy, virtual router redundancy protocol [VRRP] or hot standby router protocol [HSRP] using path redundancy
  • H04L 12/853 - Traffic type related actions, e.g. QoS or priority for real time traffic
  • H04L 12/725 - Selecting a path with suitable quality of service [QoS]
  • H04L 12/26 - Monitoring arrangements; Testing arrangements
  • H04L 12/721 - Routing procedures, e.g. shortest path routing, source routing, link state routing or distance vector routing
  • H04L 12/749 - Address processing over inter-domain or inter-network, e.g. mapping different addresses between IPv6 and IPv4 networks for routing

53.

Systems, apparatuses and methods for cooperating routers

      
Application Number 15809896
Grant Number 11570098
Status In Force
Filing Date 2017-11-10
First Publication Date 2018-05-17
Grant Date 2023-01-31
Owner Six Impossible Things Before Breakfast Limited (Ireland)
Inventor Ignatchenko, Sergey

Abstract

Methods and systems are provided for cooperating routers in communication networks. The cooperating routers conduct a handshake to exchange information with respect to “cooperation types” which they are capable of performing and/or are configured to perform. In an exemplary “emergency connection” cooperation type, one cooperating router may use the ISP connection of another cooperating router to send and receive packets. In an exemplary “bandwidth sharing” cooperation type, one cooperating router may make excess bandwidth available for use by other cooperating routers. In an exemplary “latency optimization” cooperation type, one cooperating router may use another cooperating router to transmit duplicates of packets or to implement suppression techniques.

IPC Classes  ?

  • H04L 43/10 - Active monitoring, e.g. heartbeat, ping or trace-route
  • H04L 45/74 - Address processing for routing
  • H04L 43/0852 - Delays
  • H04L 47/32 - Flow controlCongestion control by discarding or delaying data units, e.g. packets or frames
  • H04L 45/00 - Routing or path finding of packets in data switching networks
  • H04L 69/16 - Implementation or adaptation of Internet protocol [IP], of transmission control protocol [TCP] or of user datagram protocol [UDP]
  • H04L 47/2416 - Real-time traffic
  • H04L 45/121 - Shortest path evaluation by minimising delays

54.

Systems, apparatuses and methods for network packet management

      
Application Number 15846680
Grant Number 10791052
Status In Force
Filing Date 2017-12-19
First Publication Date 2018-05-03
Grant Date 2020-09-29
Owner
  • SIX IMPOSSIBLE THINGS BEFORE BREAKFAST (Ireland)
  • SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchenko, Sergey

Abstract

Methods and systems are provided for latency-oriented router. An incoming packet is received on a first interface. The type of the incoming packet is determined. Upon the detection that the incoming packet belongs to latency-critical traffic, the incoming packet is duplicated into one or more copies. Subsequently, the duplicated copies are sent to a second interface in a delayed fashion where the duplicated copies are spread over a time period. The duplicated copies are received and processed at the second interface.

IPC Classes  ?

  • H04L 12/741 - Header address processing for routing, e.g. table lookup
  • H04L 12/26 - Monitoring arrangements; Testing arrangements
  • H04L 12/721 - Routing procedures, e.g. shortest path routing, source routing, link state routing or distance vector routing
  • H04L 12/749 - Address processing over inter-domain or inter-network, e.g. mapping different addresses between IPv6 and IPv4 networks for routing
  • H04L 12/875 - Delay-aware scheduling
  • H04L 1/00 - Arrangements for detecting or preventing errors in the information received
  • H04L 12/707 - Route fault prevention or recovery, e.g. rerouting, route redundancy, virtual router redundancy protocol [VRRP] or hot standby router protocol [HSRP] using path redundancy
  • H04L 12/853 - Traffic type related actions, e.g. QoS or priority for real time traffic
  • H04L 12/725 - Selecting a path with suitable quality of service [QoS]

55.

Systems, apparatuses and methods for network packet management

      
Application Number 15640565
Grant Number 10841222
Status In Force
Filing Date 2017-07-02
First Publication Date 2018-02-15
Grant Date 2020-11-17
Owner
  • SIX IMPOSSIBLE THINGS BEFORE BREAKFAST (Ireland)
  • SIX IMPOSSIBLE THINGS BEFORE BREAKFAST LIMITED (Ireland)
Inventor Ignatchenko, Sergey

Abstract

Methods and systems are provided for latency-oriented router. An incoming packet is received on a first interface. The type of the incoming packet is determined. Upon the detection that the incoming packet belongs to latency-critical traffic, the incoming packet is duplicated into one or more copies. Subsequently, the duplicated copies are sent to a second interface in a delayed fashion where the duplicated copies are spread over a time period. The duplicated copies are received and processed at the second interface.

IPC Classes  ?

  • H04L 12/26 - Monitoring arrangements; Testing arrangements
  • H04L 12/741 - Header address processing for routing, e.g. table lookup
  • H04L 12/875 - Delay-aware scheduling
  • H04L 1/00 - Arrangements for detecting or preventing errors in the information received
  • H04L 12/707 - Route fault prevention or recovery, e.g. rerouting, route redundancy, virtual router redundancy protocol [VRRP] or hot standby router protocol [HSRP] using path redundancy
  • H04L 12/853 - Traffic type related actions, e.g. QoS or priority for real time traffic
  • H04L 12/725 - Selecting a path with suitable quality of service [QoS]
  • H04L 12/721 - Routing procedures, e.g. shortest path routing, source routing, link state routing or distance vector routing
  • H04L 12/749 - Address processing over inter-domain or inter-network, e.g. mapping different addresses between IPv6 and IPv4 networks for routing