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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