3D Audio Rendering with Representative HRTF Directions
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Solution Overview
Problem
Existing conversion processing techniques, such as panning processing, are ineffective in reducing processing load for generating three-dimensional sound in virtual environments, especially when there are few sound source objects.
Innovation Solution
An information processing device that generates output sound signals using either a head-related transfer function corresponding to the direction of arrival or a representative direction, allowing conditional branching to apply conversion processing effectively, including time shift and gain adjustments to reduce processing load.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If conversion processing such as panning processing is applied to reduce processing load, then processing load is reduced, but the sense of realism in three-dimensional sound reproduction deteriorates
Solution Approach 1:
The patent changes the parameter of sound source representation from continuous spatial coordinates to discrete representative points with associated time shift and gain parameters. This discretization enables efficient conversion processing while maintaining perceptual realism through optimized parameter selection.
Solution Approach 2:
The patent creates simplified copies of sound sources by representing them as representative points that capture essential acoustic characteristics. These copies enable fast processing through pre-calculated transfer functions while preserving the perceptual qualities needed for realistic three-dimensional sound reproduction.
2Reliability
If the number of sound source objects increases to achieve a more realistic sound environment, then the sense of realism is improved, but processing load increases
Solution Approach 1:
The patent segments the continuous sound field into discrete representative points in predetermined directions. This segmentation allows the system to handle multiple sound sources efficiently by mapping them to a finite set of representative points, reducing the computational burden while maintaining realistic sound reproduction.
Solution Approach 2:
The patent transforms the problem from handling continuous sound source positions to managing discrete representative points with associated parameters. This parameter transformation enables scalable processing that can accommodate increased numbers of sound sources without proportionally increasing processing load.
3Productivity
If panning processing is applied to express sound from representative points, then processing load is reduced, but effectiveness in reducing processing load diminishes when there are few sound source objects
Solution Approach 1:
The patent implements dynamic selection of processing methods based on the number of sound source objects. When sound sources are few, direct processing is used; when sound sources are numerous, conversion processing with representative points is applied. This dynamic adaptation optimizes processing load reduction effectiveness across different scenarios.
Solution Approach 2:
The patent changes the processing approach based on the parameter of sound source count. By monitoring this parameter, the system switches between different processing modes, ensuring that conversion processing remains effective across varying numbers of sound sources.
Data Source
AI summary
An information processing device includes an obtainer that obtains sound information including an audio signal and information on a position of a sound source object in a three-dimensional sound field; a first generator that generates an output sound signal using (i) a head-related transfer function corresponding to a direction of arrival based on the position of the sound source object and a position of a user in the three-dimensional sound field and (ii) the audio signal; and a second generator that generates an output sound signal using (i) a head-related transfer function corresponding to a representative direction based on a position of a representative point set in the three-dimensional sound field and the position of the user and (ii) the audio signal.


