With conventional editing equipment, creative professionals use physical media to capture specific scenes and manually add soundtracks, video clips, and special effects to incorporate creative elements like story elements, plots, characters, and thematic elements. The process provides a classical touch and feel that aligned with the creative energies of film producers, directors, screenwriters, and editors. However, the process can be expensive, time-consuming and complicated, sometimes requiring access to editing equipment typically located in film studios.
Locally installed film editing systems, such as standalone computer programs, allow users to edit digital multimedia using locally stored special effects, including those relating to audio or video overlays. However, locally installed film editing systems often require users to purchase special effects packages, limiting a user to the editing effects locally installed on his or her computer. Additionally, depending on the content being edited or effects involved the application of effects, particularly visual effects can be computationally intensive and/or can require specialized computer hardware. As such, locally installed film editing systems are often times are limited to computing devices with higher processing power than typically found on cheaper or smaller computing devices.
To permit users access to professional quality film editing systems, some provide online multimedia editing systems that are implemented on one or more networked computer systems (e.g., servers or cloud-based resources) capable of handling higher quality multimedia editing, and that are accessible by various a user computing devices over a local or wide-area network, such as the Internet. In this way, various types of user computing device, including smart phones, are capable of using higher-quality multimedia editing systems even when a given type of user computing device lacks the ability to perform higher-quality multimedia content editing on its own. Generally, as a user edits multimedia content using such online multimedia systems from their user computing device, the results of the edits are rendered at the network computer systems and a preview of the lower-quality rendering of the content can be provided to the user computing device (e.g., before a final, higher-quality version of the content is provided) to save on network bandwidth.
The foregoing examples of film editing systems are intended to be illustrative and not exclusive. Other limitations of the art will become apparent to those of skill in the relevant art upon a reading of the specification and a study of the drawings.
The present application discloses systems and methods of creating or modifying multimedia content (e.g., video or audio content) using one or more sprites from a sprite sheet. As used herein, “sprite-based content editing” will be understood to include creating or modifying multimedia content that involves one or more sprites from a sprite sheet. The sprite sheet used during sprite-based content editing can include two or more sprites, each of which can be used as an effect that enhances or otherwise modifies multimedia content. Herein, a “sprite effect” or a “sprite-based effect” can refer to any type of sprite that can be retrieved from a sprite sheet and applied to multimedia content as an effect. Additionally, a sprite effect can include an image, an animation, or some other image effect applicable to multimedia content. In various implementations, a sprite effect can be retrieved from the sprite sheet based on coordinates relative to the sprite sheet. Though various implementations disclosed herein are described in contexts involving “effects,” it should be understood that such contexts can also involve sprite effects when applicable.
Through use of sprite effects and sprite sheets, various implementations can improve the speed and/or efficiency with which effects are applied to multimedia content. When applying particular effects to multimedia content, a system or method can leverage various graphics application program interfaces (APIs) that may be, at least in part, optimized to use sprites and sprite sheets and apply sprites to multimedia content. An example of a graphics API used by some implementations includes OpenGL, which has various library functions adapted for application use of sprites and sprite sheets.
In some implementations, where a multimedia editing system comprises of a client communicatively coupled to a server that performs multimedia editing operations on behalf of the client (e.g., an online content multimedia contenting editing system), it will be understood that sprite effects and sprite sheets can be utilized at either the client, the server, or at both. For certain implementations, the use of sprite effects and sprite sheets can improve or otherwise facilitate online content editing in systems where servers perform multimedia content editing and produce high quality multimedia content on behalf of clients (e.g., based on a client request). For example, while a server performs higher-quality, effects-based enhancements to multimedia content targeted for enhancement (also referred to as “foundational content”) on behalf of a client (e.g., based on a client's request), the client can utilize sprite-based effects, from a sprite sheet, to locally generate preview content that corresponds to the enhanced multimedia content that results at the server.
In some such implementations, the use of sprite effects and sprite sheets can improve or otherwise enable a client's ability to locally generate and provide a local preview of the higher-quality multimedia content being produced at a server. For example, clients to use the sprite effects and sprite sheet to locally generate previews of effects-based content operations (e.g., previews of content enhancements resulting at a server) that the client would otherwise not be able to be generate or would generate with little or no improvement over a server generating and providing such previews to the client.
According to various implementations, a client can locally generate such preview content by: (a) retrieving, from one or more sprite sheets, sprite effects that correspond to one or more effects being applied by a server to foundational content on behalf of the client; and (b) applying those retrieved sprite effects to a local version of the foundational content that is being enhanced by the server. For some implementations, the client may or may not receive sprite sheets, containing relevant sprite effects, from the server before, during or after the server has applied effects, corresponding to those sprite effects, to the foundational content. For some implementations, a sprite sheet provided by the server to the client can be one that is pre-generated and stored at the server, one that is generated based on a set of effects being applied by the server to the foundational content on behalf of the client (e.g., where the sprite effects correspond to the set of effects being applied), or some combination thereof (e.g., a pre-generated sprite sheet that is augmented by the server with additional sprite effects corresponding to effects being applied by the server).
This paper describes techniques that those of skill in the relevant art can implement in numerous ways. For instance, those of skill in the relevant art can implement the techniques described herein using a process, an apparatus, a system, a composition of matter, a computer program product embodied on a computer-readable storage medium, and/or a processor, such as a processor configured to execute instructions stored on and/or provided by a memory coupled to the processor. Unless stated otherwise, a component such as a processor or a memory described as being configured to perform a task may be implemented as a general component that is configured to perform the task at a given time or a specific component that is manufactured to perform the task. As used herein, the term ‘processor’ refers to one or more devices, circuits, and/or processing cores configured to process data, such as computer program instructions.
A detailed description of one or more implementations of the invention is provided below along with accompanying figures that illustrate the principles of the invention. The invention is described in connection with such implementations, but the invention is not limited to any implementation. The scope of the invention is limited only by the claims and the invention encompasses numerous alternatives, modifications and equivalents. Numerous specific details are set forth in the following description in order to provide a thorough understanding of the invention. These details are provided for the purpose of example and the invention may be practiced according to the claims without some or all of these specific details. For the purpose of clarity, technical material that is known in the technical fields related to the invention has not been described in detail so that the invention is not unnecessarily obscured.
As used in this paper, the term “computer-readable medium” is intended to include only physical media, such as a network, memory or a computer bus. Accordingly, in some implementations, the computer-readable medium can permit two or more computer-based components to communicate with each other. For example, as shown in
As a network, the computer-readable medium 110 can be practically any type of communications network, such as the Internet or an infrastructure network. The term “Internet” as used in this paper refers to a network of networks that use certain protocols, such as the TCP/IP protocol, and possibly other protocols, such as the hypertext transfer protocol (HTTP) for hypertext markup language (HTML) documents that make up the World Wide Web (“the web”). For example, the computer-readable medium 110 can include one or more wide area networks (WANs), metropolitan area networks (MANs), campus area networks (CANs), or local area networks (LANs); theoretically, the computer-readable medium 110 could be a network of any size or characterized in some other fashion. Networks can include enterprise private networks and virtual private networks (collectively, “private networks”). As the name suggests, private networks are under the control of a single entity. Private networks can include a head office and optional regional offices (collectively, “offices”). Many offices enable remote users to connect to the private network offices via some other network, such as the Internet. The example of
As used in this paper, a computer-readable medium is intended to include all mediums that are statutory (e.g., in the United States, under 35 U.S.C. 101), and to specifically exclude all mediums that are non-statutory in nature to the extent that the exclusion is necessary for a claim that includes the computer-readable medium to be valid. Known statutory computer-readable mediums include hardware (e.g., registers, random access memory (RAM), non-volatile (NV) storage, to name a few), but may or may not be limited to hardware.
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As described herein, the sprite-based content editor server 102, the sprite-based content editor client 106, or both can use one or more sprite effects, from a sprite sheet, when creating or modify foundational content. while a server performs higher-quality, effects-based enhancements to multimedia content targeted for enhancement (also referred to as “foundational content”) on behalf of a client (e.g., based on a client's request), the client can utilize sprite-based effects, from a sprite sheet, to locally generate preview content that corresponds to the enhanced multimedia content that results at the server.
For example, while the sprite-based content editor server 102 performs higher-quality, effects-based enhancements to foundational content on behalf of the sprite-based content editor client 106 (e.g., based on the client's request), the sprite-based content editor client 106 can utilize sprite-based effects, from a sprite sheet, to locally generate preview content that corresponds to the enhanced multimedia content that results at the sprite-based content editor server 102. In this way, the sprite-based content editor client 106 can use sprite effects and sprite sheets to locally generate previews of effects-based content operations (e.g., previews of content enhancements resulting at the sprite-based content editor server 102) that the sprite-based content editor client 106 would otherwise (a) not be able to generate or (b) generate with little or no improvement over the sprite-based content editor server 102 generating and providing with such previews to the sprite-based content editor client 106.
In operation, when the sprite-based content editor client 106 is locally generating previews corresponding to the foundational content being created/modified at the sprite-based content editor server 102, the sprite-based content editor client 106 may or may not generate the previews before, after, or concurrently with creation/modification operations being performed by the sprite-based content editor server 102 on the foundation content. For instance, the sprite-based content editor client 106 can locally generate a preview by applying a sprite effect to a local version of foundational content before, after, or concurrently with the sprite-based content editor server 102 applying a corresponding effect to a server-local version of the foundational content. Accordingly, in some implementations, the sprite-based content editor client 106 can locally apply sprite effects to a local version of foundational content as the sprite-based content editor client 106 as the client 106 locally receives instructions from a user and/or as the sprite-based content editor client 106 instructs the sprite-based content editor server 102 to apply corresponding effects at the server 102.
Depending on the embodiment, the sprite sheet utilized by the sprite-based content editor client 106 may be provided to the sprite-based content editor server 102. The sprite-based content editor server 102 can, for example, provide the sprite sheet to the sprite-based content editor client 106 when the sprite-based content editor server 102 is instructed to apply an effect to foundational content (e.g., at the request of the sprite-based content editor client 106) and the sprite sheet provided contains a sprite effect that corresponds to the effect applied. Additionally, depending on the implementation, effects used by the sprite-based content editor server 102 can be at a quality that is similar to or higher than that of sprite effects used and/or applied by the sprite-based content editor client 106 locally. For instance, while the sprite-based content editor server 102 is applying an effect A to foundational content at the request of the sprite-based content editor client 106, the sprite-based content editor server 102 can locally apply a corresponding sprite effect from a local sprite sheet to a local version (e.g., copy) of the foundational content.
In some implementations, the effects applied by the sprite-based content editor server 102 can be by way of sprite effects and sprite sheets, where the sprite effects utilized by the sprite-based content editor server are of a higher quality than the sprite effects utilized by the sprite-based content editor client 106. By doing so, the sprite-based content editor server 102 can perform content creation or modification operations leveraging various graphics application program interfaces (APIs), such as OpenGL, that are configured to use sprites and sprite sheets and apply sprites to multimedia content.
“Foundational content” includes multimedia-based content, whether audio, visual, or audio-visual, that a user enhances using an effect, such as a sprite-based effect, as described in this paper. The multimedia-based content may be authored or otherwise produced by a user using the content creation/editing tool. Foundational content can include content initially based on/started from a vendor-provided or user-provided content. For example, user-provide content used as foundational content can be sourced from a user's personal datastore, such as a memory device coupled to the user's personal computer or integrated in the user's smartphone or camera. Examples of user-provided content (possibly sourced from a personal datastore) can include video recordings of such personal events as weddings, birthday parties, anniversary parties, family vacations, graduations, and those relating to family events (e.g., a child's first steps, a family picnic, a child's recital). In some instances, the foundational content is generated, by a user, using a selection of content segments sourced from user-provided content and/or vendor-provide content. Accordingly, the foundational content can comprise a composition of content portion originating from multiple sources. Accordingly, an example foundational content can comprise a sequence of video clips provided by a user. The foundational content may or may not be one composed by the user to tell a particular story, often one relating to a particular event or occasion (e.g., tells of a personal accomplishment or journey).
The foundational content can be created to be multi-layered content, comprising multiple content layers of different content types include, for example, audio, video, still images/graphics, animation, transition, or other content generated by a content generator. A content generator is typically an individual, but can also be a group, a business entity, or other entity, that creates content using a device like a camera, a video camera, an electronic device (such as a mobile phone or other electronic device), or other device. In some implementations, the content generator's device can comprise an electronic scanner used to capture a painting or drawing. The content generator's device can also include an electronic device that captures content using an input device (e.g., a computer that captures a user's gestures with a mouse or touch screen). High definition/quality content as used herein includes content having definition or quality that is higher than the average definition or quality for the similar content. For example, high definition/quality audio content can include audio clips having a high sampling rate (e.g., 44 KHz), has a higher bit-rate or effective bit-rate (e.g., 256 Kbs), or is encoded in a lossless audio encoding format.
As described herein, the system of
After an effect is applied to the foundational content at the sprite-based content editor server 102, the resulting foundational content can be rendered to a rendered content product, which is be ready for consumption by others. Additionally, in some implementations, consumption (e.g., playback) of the resulting foundational content may or may not be limited to the system of
As described herein, use of sprite effects and sprite sheets can enable the sprite-based content editor client 106 to locally generate previews of foundational content being produced by the sprite-based content editor server 102, and avoid the need for the sprite-based content editor server 102 to prepare and provide such a preview to the sprite-based content editor client 106. This can reduce data communication from the sprite-based content editor server 102 and the sprite-based content editor client 106. This can also improve the time between the sprite-based content editor server 102 applying an effect to foundational content at the sprite-based content editor server 102 and the sprite-based content editor client 106 locally presenting a preview of the resulting foundational content to a user.
To facilitate the sprite-based content editor client 106 to locally generate a preview for foundational content resulting at the sprite-based content editor server 102, the sprite-based content editor server 102 can prepare a copy of a latest version of the foundational content for the sprite-based content editor client 106. Once prepared by the sprite-based content editor server 102, the copy of the latest version of the foundational content can be maintained by and stored at the sprite-based content editor server 102 (e.g., on the server-side datastore 104) on behalf of the sprite-based content editor client 106. With the copy of the latest version of the foundational content, the sprite-based content editor client 106 can apply a sprite effect and/or modify content elements of the copy, possibly in accordance with effects applications and/or content modifications being performed at the sprite-based content editor server 102. Those skilled in the art will appreciate that in some implementations, the sprite-based content editor client 106 can use sprite effects and sprite sheets to locally create or modify locally stored foundational content irrespective of whether the sprite-based content editor client 106 is communicatively coupled to the sprite-based content editor server 102. For instance, the sprite-based content editor client 106 can utilize sprite effects and sprite sheets to perform content creation and modification operations when the sprite-based content editor client 106 is offline with respect to the sprite-based content editor server 102 and/or when the sprite-based content editor client 106 is operating as a standalone content editor system.
As described herein, the copy of the latest version of the foundational content can be maintained at the server 102 (e.g., on the server-side datastore 104), the client 106 can instruct the server 102 to perform the desired effect-based applications and/or modifications to the copy of the latest version of the foundational content and, subsequently, and possibly provide the copy of the resulting foundational content (e.g., when the sprite-based content editor client 106 is not generating its own local version of the foundational using sprite effects, sprite sheets, and a local copy of the foundational content). In some implementations where the copy of the latest version of the foundational content for the sprite-based content editor client 106 is maintained at the client 106 (e.g., on the client-side datastore 108), the client 106 can directly modify the copy of the latest version of the foundational content, possibly using sprite effects and sprite sheets, and then send the modifications applied to the copy of the latest version of the foundational content to the server 102 (which can update the latest version of the foundational content with the received modification).
With respect to some implementations, the application of a sprite effect or modification to the foundational content by the sprite-based content editor client 106 can include, in addition to content modification operations, such operations as: adjusting copyright use limitations on some or all of the foundational content, locking some or all portions of the foundational content such that some or all of the foundational content is prevented from being modified, adding watermarks to some or all of the foundational content, or tagging objects (e.g., people, places, or things) shown in the foundational content.
As the sprite-based content editor server 102 applies effects, or creates/modifies the foundational content product, the server 102 can provide the sprite-based content editor client 106 with an updated version of the foundational content product. The sprite-based content editor client 106 can use the resulting foundational content product (which may or may not comprise proxy content items) for review or editing purposes using sprite effects as the client 106 continues to apply sprite effects or modify the foundational content.
As the sprite-based content editor server 102 applies effects, or creates/modifies the foundational content product (e.g., in accordance with instructions received from sprite-based content editor client 106), the server 102 can store one or more versions of the foundational content on the server-side datastore 104. When the sprite-based content editor client 106 receives a new or updated version of the foundational content, the client 106 can store these on the client-side datastore 108 before the client 106 directly applies a sprite effect or modifies the new/updated foundational content.
Those skilled in the art will appreciate that for various implementations, when a sprite effect application, content modification, or content update is transferred between the sprite-based content editor server 102 and the sprite-based content editor client 106, such application, modification or update can comprise a list of modification instructions (e.g., including layer identification information, timeline information, content identification information), a copy of the modified content in its entirety, or a copy of the content portions that are modified/updated.
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Datastores can include data structures. As used in this paper, a data structure is associated with a particular way of storing and organizing data in a computer so that it can be used efficiently within a given context. Data structures are generally based on the ability of a computer to fetch and store data at any place in its memory, specified by an address, a bit string that can be itself stored in memory and manipulated by the program. Thus some data structures are based on computing the addresses of data items with arithmetic operations; while other data structures are based on storing addresses of data items within the structure itself. Many data structures use both principles, sometimes combined in non-trivial ways. The implementation of a data structure usually entails writing a set of procedures that create and manipulate instances of that structure.
Various components described herein, such as those of the system of
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In this example, the server 102 and the client 106 can execute sprite-based content editing services inside a host application (i.e., can execute a browser plug-in in a web browser). The browser plug-in can provide an interface such as a graphical user interface (GUI) for a user to access the content editing services on the sprite-based content editor server 102. The browser plug-in can include a GUI to display effects available for use, content and layers stored on the datastores of the sprite-based content editor server 102 and/or the sprite-based content editor client 106. For instance, the browser plug-in can have display capabilities like the capabilities provided by proprietary commercially available plug-ins like Adobe® Flash Player, QuickTime®, and Microsoft® Silverlight®. The browser plug-in can also include an interface to execute functionalities on the engines in the sprite-based content editor server 102.
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For example, in certain implementations, the sprite-based content editing engine 208 can establish a data connection with the sprite-based content editor client 206 through the computer-readable medium 204 (e.g., a network), can receive commands relating to effect application, content creation or content modification over the data connection (e.g., network connection), can perform effects-based application, content creation or content modification operations in accordance with commands received from the sprite-based content editor client 206, and can transmit to the sprite-based content editor client 206 a version of the foundational content that results from the operations (e.g., resulting foundational content). Depending on the implementation, the commands (relating to application of effects, content creation or content modification) may or may not be generated by the content editor user interface engine 222 residing at the sprite-based content editor client 206. For some implementations, the content editor user interface engine 222 can generate commands as a user at the sprite-based content editor client 206 interacts with a user interface presented by the content editor user interface engine 222. Additionally, as the sprite-based content editor client 106 receives input from the user through the content editor user interface engine 222, the sprite-based content editor client 106 can apply sprite effects to, and thereby generate previews from, a local version of foundational in accordance with the commands the content editor user interface engine 222 generates.
In certain implementations, once an effect (e.g., sprite effect) is selected for application, the sprite-based content editing engine 208 can directly apply the selected effect to the foundational content, or employ the use of the sprite-based content rendering engine 214 to apply the selected effect to the foundational content. In some implementations where the sprite-based content editing engine 208 directly applies the selected effect to the foundational content, the sprite-based content rendering engine 214 can generate the rendered content product from the foundational content as provided by the sprite-based content editing engine 208. Alternatively, in various implementations where the sprite-based content rendering engine 214 can apply the effect to the foundational content on behalf of the sprite-based content editing engine 208 and then provide the resulting foundational content that results to the sprite-based content editing engine 208.
To converse on processing time, processing resources, bandwidth, and the like, the sprite-based content editing engine 208 in certain implementations may or may not utilize lower quality content (e.g., non-high definition video) or sprite-based effects when applying effects, creating content, and/or modifying content with respect to foundational content. The lower quality foundational content that results from use of such lower quality items can be useful for preview purposes, particularly when the foundational content is being actively edited. Eventually, the sprite-based content rendering engine 214 can generate a higher quality version of the foundational content (i.e., the rendered content product) when a user has concluded previewing and/or editing the foundational content.
In some implementations, the sprite-based content editing engine 208 can apply a selected effect (e.g., sprite effect) to foundational content according to one or more licensing parameters associated with the selected effect (e.g., sprite effect or a related sprite sheet), where the licensing parameters define rights and permissions of use for the selected effect. For example, the one or more licensing parameters associated with an effect can comprise a limitation and/or a cost associated with use of the effect. An effect can be one selected for application can include those provided by (e.g., created by) one or more user of the system of
In some implementations, the sprite-based content editor server 202 can include a payment engine (not shown) that facilitates user payment to the system of
The sprite-based content editing engine 208 can receive pre-payment or post-payment through the payment engine to permit access to for-purchase effects, to determine rendering options when generating a rendered content product from the foundational content, and/or to permit publication of the foundational content (e.g., after application of an effect). The system of
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For some implementations, the sprite-based library engine 210 can be responsible for adding, deleting and modifying effects stored on the sprite-based library datastore 212, for retrieving a listing of content items stored on the sprite-based library datastore 212, for providing details regarding effects stored on the sprite-based library datastore 212, and for providing to other engines effects from the sprite-based library datastore 212. For instance, the sprite-based library engine 210 can provide a sprite sheet containing a sprite effect, to the sprite-based content editing engine 208, as a user selects an effect, corresponding to the sprite effect, to be added to the foundational content that the user intends to enhance. In another example, the sprite-based library engine 210 can provide a high quality effect to the sprite-based content rendering engine 214 as the engine 218 renders one or more layers of the foundational content to generate a rendered content product (which may be ready for consumption by others).
In various implementations, the sprite-based library engine 210 can function as a marketplace through which sprite effects and/or sprite sheets can be browsed, purchased, or exchanged. The sprite effects and/or sprite sheets available through the sprite-based library engine 210 can include those made available for free, those available for purchase, those created by users of system of
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In some instances, the effect can comprise a piece of multimedia content (e.g., audio, video, or animation clip), which may or not be in a standard multimedia format. For example, a sprite-based audio effect can be embodied in such audio file formats as WAV, AIFF, AU, PCM, MPEG (e.g., MP3), AAC, WMA, and the like. In another example, a video effect can be embodied in such video file formats as AVI, MOV, WMV, MPEG (e.g., MP4), OGG, and the like. In a further example, a sprite image effect can be embodied in such image file formats as BMP, PNG, JPG, TIFF, GIF (e.g., animated or otherwise), and the like, or embodied in such vector-based file formats as Adobe® Flash, Adobe® Illustrator, and the like. Those skilled in the art will appreciate that other audio, video, or image effects can be embodied in other multimedia file formats that may or may not be applied to the foundational content as an overlay layer.
When a sprite effect or sprite sheet is stored on the sprite-based library datastore 212, sprite-based effects can be stored in their native multimedia file formats or, alternatively, converted to another multimedia format (e.g., to an audio and/or video file format common across datastore 212). As described herein, in operation, the sprite-based library datastore 212 can store a given sprite sheet by storing associations between the given sprite sheet and one or more sprite effects stored on the sprite-based library datastore 212.
In some implementations, the sprite-based content editor server 202 can include a licensing management engine that determines the licensing parameters (e.g., rights and permissions) of an effect, particularly those relating to sprite effects and sprite sheets stored on the sprite-based library datastore 212. The licensing management engine can also inform the sprite-based content editing engine 208 of such parameters. The sprite-based content editing engine 208, in turn, can adapt or control its own functionality in accordance with the licensing rights and permissions of the effect as it is applied to foundational content.
For example, where the licensing rights and permissions of a particular sprite sheet restricts sprite effects in the particular sprite sheet from being used with foundational content to be published on YouTube®, the sprite-based content editing engine 208 can automatically disable a publication options relating to YouTube® when said sprite effects are applied to the foundational content. Other content licensing rights and permissions can include publication limitations on the foundational content that results after application of the sprite effects, or limitations on use of sprite effects from a certain sprite sheet based on the content existing in the foundational content. A licensing management engine can inform the sprite-based content editing engine 208 of the cost of the sprite sheet or certain sprite effects associated therewith based on their use in accordance with the licensing rights and permissions. For certain implementations, the authors of the sprite effect or sprite sheet can configure the licensing rights and permissions for the same, which can then be stored on the sprite-based library datastore 212 and retrieved by a licensing management engine.
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For example, the sprite-based content rendering engine 214 can generate the rendered content product to be in a media data format (e.g., QuickTime® movie [MOV], Windows® Media Video [WMV], or Audio Video Interleaved [AVI])) compatible with a standards-based media players and/or compatible with a streaming media service (e.g., YouTube®). As the sprite-based content rendering engine 214 renders layers of the foundational content to generate the rendered content product, the sprite-based content editing engine 208 can provide the sprite-based content rendering engine 214 with information specifying the effect(s) (e.g., sprite effects) presently applied to the foundational content, the desired quality (e.g., 480p, 780p, or 1080p video) or version for the resulting layers, and/or the desired media format of the rendered content product. As described herein, licensing parameters associated with the sprite effect or sprite sheet applied to the foundational content can determine rendering options (e.g., limitations) with respect to the foundational content.
Once generated, the sprite-based content rendering engine 214 can provide the rendered content product to the sprite-based content publication engine 216. In the example of
Once published, the rendered content product can be stored on the server-version content datastore 218. For some implementations, the published rendered content product can be added to a content library datastore (not shown) for reuse in other content products. Depending on the implementation, the published rendered content product can be added to a content library datastore as for-purchase content (for instance, via a content library/market place engine, with the sales proceeds being split between amongst the user and the content editor service provider), or added to the content library datastore as free content available to the public. The user can also define content usage parameters (i.e., licensing rights) for their rendered content product when the rendered content product is added to a content library datastore.
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Alternatively, the sprite-based content editor client 206 can apply an effect and modify content by receiving a copy of the latest version of the foundational content as stored at the sprite-based content editor server 202, applying a corresponding sprite effect to or modifying the received copy, and then uploading the modified copy to the sprite-based content editor server 202 so that the application of the effect and/or modifications can be applied to the last version of the foundational content stored at the sprite-based content editor server 202. When the modified copy is uploaded from the sprite-based content editor client 206 to the sprite-based content editor server 202 to facilitate application of effects and/or content modification of the foundational content, various implementations can utilize one or more methods for optimizing the network bandwidth usage.
In some implementations, where the sprite-based content editor server 202 is implemented using virtual or cloud-based computing resources, such virtual or cloud-based computer resources can be managed through the cloud management engine 220. The cloud management engine 220 can delegate various content-related operations and sub-operations of the server 202 to virtual or cloud-based computer resources, and manage the execution of the operations. Depending on the implementation, the cloud management engine 220 can facilitate management of the virtual or cloud-based computer resources through an application program interface (API) that provides management access and control to the virtual or cloud-based infrastructure providing the computing resources for the sprite-based content editor server 202.
Depending on the implementation, the example method depicted by flowchart 400 can be performed by a client, a server, or both. For instance, the method can be performed by a server that is applying effects, to foundational content, on behalf of (e.g., at the request of) a client. The server can receive a request to apply a set of client selected effects to the foundational content, retrieve one or more sprite sheets that include sprite effects corresponding to some or all of the client select effects, and apply the relevant sprite effects to the foundational content according to the request. In another instance, the method can be performed by a client to locally apply effects to a local version of foundational content, possibly to generate preview content that corresponds to foundational content being similarly enhanced, at a server, on behalf of the client.
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As described herein, for various implementations, the client-side user interface 500 can cause various engines to operate such that foundational content is enhanced by the server using an effect and the resulting foundational content is received by a client from the server. The client-side user interface 500 can also cause engines to operate such that a copy of the foundational content is enhanced or modified at the client using effects (e.g., a preview version is enhanced or modified at the client using a sprite effect). Subsequently, the client may or may not upload the enhanced/modified foundational content to the server (e.g., for updating the latest version of the foundational content and/or final rendering of the foundational content into a rendered content product).
Additionally or alternatively, the client-side user interface 500 can cause various engines to operate such that the foundational content is prepared and stored at a server on behalf of the client, the client instructs the server to perform effects-based enhancement/modification operations on the foundational content, and the client instructs the server (e.g., through the client-side user interface 500) to enhance/modify the foundational content the latest version of the foundational content at the server. The behavior and/or results of the client-side user interface 500 based on user input can be based on individual user preferences, administrative preferences, predetermined settings, or some combination thereof.
In some implementations, the client-side user interface 500 can be transferred from a server to a client as a module that can then be operated on the client. For instance, the client-side user interface 500 can comprise a client-side applet or script that is downloaded to the client from the server and then operated at the client (e.g., through a web browser). Additionally, the client-side user interface 500 can operate through a plug-in that is installed in a web browser. User input to the client-side user interface 500 can cause a command relating to online content editing, such as a content layer edit command or a content player/viewer command, to be performed at the client or to be transmitted from the client to the server.
The client-side user interface 500 can include multiple controls and other features that enable a user at a client to control the application of an effect (e.g., sprite effect), content creations, and content modification of foundational content. In the example of
As shown, the client-side user interface 500 can include the tabbed menu bar 502 that allows the user to select between: loading foundational content to a sprite-based content editing system (for subsequent sprite-based enhancement, content creation, or content modification); previewing and/or adding different content types (e.g., video, audio, or images/graphics available to them from a content library) to the foundational content, switching to content-creation/content-editing operations that can be performed on the foundational content; previewing and/or applying an effect to the foundational content. In the example of
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In some implementations, the content listing 504 can list the available content with a thumbnail image configured to provide the user with a preview of the content. For example, for a video content item, the thumbnail image may be a moving image that provides a brief preview of the video content item before it is added to the foundational content. With respect to an image content item, the thumbnail preview may be a smaller-sized version (i.e., lower resolution version) of the image content item. In certain implementations, a content item listed in content listing 506 can be further previewed in the content player/viewer 506, which may or may not be configured to play audio, play video, play animations, and/or display images (e.g., in a larger resolution than the thumbnail preview). The content listing 504 can also provide details regarding the listed content where applicable, including, for example, a source of the content, a date of creation for the content, a data size of the content, a time duration of the content, licensing information relating to the content item (where, and cost of using the content item.
In certain implementations, the user can graphically modify a temporal position or duration of a content layer or a content item within the content layer. For example, the user can “drag-and-drop” the graphically represented start or end of a content item (e.g., a cue) to adjust the duration of the content item (thereby the temporal start of temporal end of the content item) in the collaborative content product. According to various implementations, when a temporal position, duration, or other temporal characteristic, associated with a content layer or a content item of the foundational item, is adjusted, corresponding adjustments can be automatically performed to any effect that is presently applied to the foundational content. As such, for some implementations, content modification can be performed on the foundational content even after an effect has been applied, while the impact of the effect is maintained.
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In one example, the user can applying an effect to the foundational content that the user intends to enhance then preview the resulting sprite-based foundational content through the content player/viewer 506. Depending on the implementation, the content being previewed can be from a latest version of the foundational content residing at the server, a rendered version of the foundational content residing at the server, or a latest version of foundational content locally residing at the client. Where content being played or shown is provided from the server, such content can be streamed from the server to the client as the content is played or shown through the content player/viewer 506. In some implementations, where content being played or shown is provided from the server, such content can be first downloaded to the client before it is played or shown through the content player/viewer 506.
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The content layering interface 510 can also comprise controls or features that enable the user to edit content layers of the foundational content. Through the content layering interface 510, a user can implement edits to a content layers, or content items thereof, particularly with respect to timelines and/or temporal elements associated with the content layer or content item (e.g., temporal position or duration of a content item). Generally, the content layering interface 510 can display timelines and/or temporal elements relating to an effect once it has been applied to the foundational content. Temporal elements/cues, such as content starts, stops, and the like, can be represented in content layers as time markers. In some instances, a time marker for a given cue can be shown according to what the cue represents (e.g., temporal start, stop, or pause), the time value the cue represents, the timeline associated with the cue, or the effect to which the cue is associated. Positioning of the time marker in the content layering interface 510 can be relative the content timeline indicator 512. For some implementations, adjustments to the cues can be facilitated (by a user) through use of time markers in the content layering interface 510 (e.g., “drag-and-drop” actions in connection with the time markers). The content layering interface 510 can include edit controls that enable a user to add, delete or modify one or more content layers of the foundational content. Example edit controls include adding a content layer, deleting a content layer, splitting a single content layer into two or more content layers, editing properties of a content layer, and the like.
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The computer 602 interfaces to external systems through the communications interface 610, which may include a modem or network interface. It will be appreciated that the communications interface 610 can be considered to be part of the computer system 600 or a part of the computer 602. The communications interface 610 can be an analog modem, ISDN modem, cable modem, token ring interface, satellite transmission interface (e.g. “direct PC”), or other interfaces for coupling a computer system to other computer systems.
The processor 608 may be, for example, a conventional microprocessor such as an Intel Pentium microprocessor or Motorola power PC microprocessor. The memory 612 is coupled to the processor 608 by a bus 620. The memory 612 can be Dynamic Random Access Memory (DRAM) and can also include Static RAM (SRAM). The bus 620 couples the processor 608 to the memory 612, also to the non-volatile storage 616, to the display controller 614, and to the I/O controller 618.
The I/O devices 604 can include a keyboard, disk drives, printers, a scanner, and other input and output devices, including a mouse or other pointing device. The display controller 614 may control in the conventional manner a display on the display device 606, which can be, for example, a cathode ray tube (CRT) or liquid crystal display (LCD). The display controller 614 and the I/O controller 618 can be implemented with conventional well known technology.
The non-volatile storage 616 is often a magnetic hard disk, an optical disk, or another form of storage for large amounts of data. Some of this data is often written, by a direct memory access process, into memory 612 during execution of software in the computer 602. One of skill in the art will immediately recognize that the terms “machine-readable medium” or “computer-readable medium” includes any type of storage device that is accessible by the processor 608 and also encompasses a carrier wave that encodes a data signal.
The computer system 600 is one example of many possible computer systems which have different architectures. For example, personal computers based on an Intel microprocessor often have multiple buses, one of which can be an I/O bus for the peripherals and one that directly connects the processor 608 and the memory 612 (often referred to as a memory bus). The buses are connected together through bridge components that perform any necessary translation due to differing bus protocols.
Network computers are another type of computer system that can be used in conjunction with the teachings provided herein. Network computers do not usually include a hard disk or other mass storage, and the executable programs are loaded from a network connection into the memory 612 for execution by the processor 608. A Web TV system, which is known in the art, is also considered to be a computer system, but it may lack some of the features shown in
Some portions of the detailed description are presented in terms of algorithms and symbolic representations of operations on data bits within a computer memory. These algorithmic descriptions and representations are the means used by those skilled in the data processing arts to most effectively convey the substance of their work to others skilled in the art. An algorithm is here, and generally, conceived to be a self-consistent sequence of operations leading to a desired result. The operations are those requiring physical manipulations of physical quantities. Usually, though not necessarily, these quantities take the form of electrical or magnetic signals capable of being stored, transferred, combined, compared, and otherwise manipulated. It has proven convenient at times, principally for reasons of common usage, to refer to these signals as bits, values, elements, symbols, characters, terms, numbers, or the like.
It should be borne in mind, however, that all of these and similar terms are to be associated with the appropriate physical quantities and are merely convenient labels applied to these quantities. Unless specifically stated otherwise as apparent from the following discussion, it is appreciated that throughout the description, discussions utilizing terms such as “processing” or “computing” or “calculating” or “determining” or “displaying” or the like, refer to the action and processes of a computer system, or similar electronic computing device, that manipulates and transforms data represented as physical (electronic) quantities within the computer system's registers and memories into other data similarly represented as physical quantities within the computer system memories or registers or other such information storage, transmission or display devices.
Techniques described in this paper relate to apparatus for performing the operations. The apparatus can be specially constructed for the required purposes, or it can comprise a general purpose computer selectively activated or reconfigured by a computer program stored in the computer. Such a computer program may be stored in a computer-readable storage medium, such as, but is not limited to, read-only memories (ROMs), random access memories (RAMs), EPROMs, EEPROMs, magnetic or optical cards, any type of disk including floppy disks, optical disks, CD-ROMs, and magnetic-optical disks, or any type of media suitable for storing electronic instructions, and each coupled to a computer system bus.
As disclosed in this paper, implementations allow editors to create professional productions using effects (e.g., sprite effects from sprite sheets) and based on a wide variety of amateur and professional content gathered from numerous sources. Although the foregoing implementations have been described in some detail for purposes of clarity of understanding, implementations are not necessarily limited to the details provided.
This application claims priority to U.S. Provisional No. 61/865,555, filed Aug. 13, 2013, entitled “TEXTURE-BASED ONLINE MULTIMEDIA EDITING, which is incorporated herein by reference.
Number | Date | Country | |
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61865555 | Aug 2013 | US |