Phase 3: The Attribution Protocol SDK
Phase 3 transitions from external observer (video recorder) to native integration (event logging standard), establishing the protocol as foundational infrastructure for IP tracking across the creative industry.
While Phase 2 provides a universal solution for closed-source software, it relies on heavy video data. Phase 3 introduces the Attribution SDK - a library allowing third-party developers to integrate event sourcing logic directly into their software.
This shifts the product from an "app" to a "protocol," enabling a universal standard for digital creation provenance.
The Open Creative Graph (OCG) Standard
To ensure interoperability between tools (e.g., moving an asset from Blender to Unreal Engine), we define a universal schema for creative actions:
{
"protocol_version": "1.0",
"sdk_signature": "0xABC_signed_by_core_sdk",
"session_id": "uuid_v4",
"software_id": "blender_v4.2_official_plugin",
"events": [
{
"seq": 105,
"verb": "GEOMETRY_EXTRUDE",
"subject": "Mesh_Cube.001",
"params": { "axis": "z", "value": 2.5 },
"timestamp": 1720005500,
"prev_event_hash": "sha256_of_event_104"
},
{
"seq": 106,
"verb": "MATERIAL_ASSIGN",
"subject": "Mesh_Cube.001",
"dependency": "Solana_Address_Texture_Asset"
}
]
}SDK Architecture
The SDK ships in three flavors to cover 99% of the market:
1. Core C++ SDK
Target: High-performance game engines (Unreal, Godot, O3DE), AAA studio tools, native plugins (Adobe C++ SDK)
Focus: Zero-latency logging, thread safety, memory management
2. Python SDK
Target: DCC tools (Blender, Maya, Houdini, Nuke) and pipeline automation scripts
Focus: Ease of integration into existing studio pipelines
3. WebAssembly (WASM) / JS SDK
Target: Web-based tools (Figma, Canva, Spline) and AI generation platforms
Focus: Lightweight implementation, secure HTTP transmission
The "Black Box" Security Model
To prevent developers or users from spoofing logs:
Internal Buffering: Events pushed to protected memory buffer
Local Hashing: SDK calculates hash chain internally. Host software cannot edit past events without breaking chain
Heartbeat Signing: SDK periodically pings Attribution API to receive "Server Timestamp Signature," proving logs existed at specific time
Integration Scenarios
Scenario A: Open Source Ecosystem (Blender/Godot)
Implementation: Official "Attribution Layer Add-on" using Python SDK
UX: User installs addon, "Record IP" toggle appears in UI
Outcome: Free software users gain enterprise-grade IP protection without desktop recorder
Scenario B: AI Platforms (Midjourney / Stable Diffusion)
Implementation: AI platform integrates Node.js SDK on backend
Logic: Every prompt generation records
{ Prompt, Seed, Model_Version, User_ID }Outcome: Generated images "born" with Solana connection - clear distinction between provenanced AI and generic scraping
Scenario C: Game Studio Pipelines
Implementation: Studio integrates C++ SDK into internal Level Editor
Outcome: Internal tracking of who modified which assets, automating credits and solving disputes
File Format Attribution Embedding
As platforms adopt the SDK, attribution embeds directly in exported files:
GLTF/GLB (3D Assets):
PNG/JPEG (Images): Attribution in EXIF/XMP metadata
MP4/MOV (Video): Attribution in container metadata
Files carry their own provenance - no external lookup required.
Phase 2 vs Phase 3 Comparison
Feature
Phase 2 (Screen Recording)
Phase 3 (SDK Protocol)
Data Type
Video (Pixels)
Event Logs (Commands)
Storage Size
Heavy (GBs per session)
Tiny (KBs per session)
Accuracy
Visual Approximation
Exact Precision (Deterministic)
Privacy
Risk of capturing sensitive UI
Captures only command data
Integration
External (Universal)
Native (Requires developer adoption)
Verification
Human/AI Review
Automated Mathematical Verification
Phase 3 represents protocol maturity. Screen recording remains essential for legacy or closed applications, while the SDK becomes the standard for modern, transparent IP management.
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