Acoustic Simulation Filters for 3D Audio Localization

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Solution Overview

Problem

Existing computer systems fail to reconstruct 3D audio from non-spatially aware applications based on a user's 3D environment, resulting in unrealistic audio experiences in mixed or virtual reality settings, as they do not account for changes in distance or orientation relative to the audio source.

Innovation Solution

A method that determines a user's location in a 3D environment, accesses spatial mapping data, and applies it to acoustic simulation filters to transform non-spatially aware audio into 3D audio, simulating audio characteristics such as volume and direction based on the environment's spatial data, including reverberation and occlusion filters.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If non-spatially aware applications are used in MR/AR systems, then application compatibility is maintained, but audio realism and spatial accuracy deteriorate

Engineering Contradiction:
Improveapplication compatibilityVSAvoidaudio spatial accuracy
Core Design Contradiction:
Adaptability or versatilityVSManufacturing precision

Solution Approach 1:

The patent introduces an audio processing system that acts as an intermediary between non-spatially aware applications and the MR/AR audio output. This intermediary captures audio from the application and applies spatial processing filters based on the user's 3D environment and device orientation, thereby maintaining application compatibility while achieving accurate spatial audio localization without requiring applications to be spatially aware

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent replaces the need for spatially aware applications (complex mechanical/software system) with a spatial processing system that operates on standard audio output. Instead of requiring applications to understand 3D space, the system substitutes a post-processing audio spatialization mechanism that achieves the same effect using filter-based acoustic simulation

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Manufacturing precision

If spatial processing is applied to all audio, then audio realism is improved, but computational complexity increases

Engineering Contradiction:
Improveaudio realismVSAvoidcomputational complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent applies spatial processing selectively based on the user's specific 3D environment and device orientation. Rather than uniformly processing all audio with complex algorithms, the system adjusts acoustic simulation filters locally according to the user's location, orientation, and environmental characteristics, reducing unnecessary computational overhead while maintaining audio realism where needed

Inventive Principle:
Principle #3Local quality

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

This approach enhances the audio experience by making audio appear to originate from the application's location within the 3D environment, adjusting volume and reflections realistically as the user moves, providing a more immersive experience without requiring the application to be spatially aware.

Implementation Method 1

The spatial mapping data includes spatial mapping of free-space points in the 3D environment. Data for each free-space point includes data related to audio characteristics at that free-space point.

Methodology Applied
Scientific EffectReverberation: Reverberation

Implementation Method 2

simulating audio characteristics such as volume and direction based on the environment's spatial data, including reverberation and occlusion filters

Methodology Applied
Scientific EffectAcoustic occlusion: Absorption (physical)

Data Source

PatentUS9942687B1System for localizing channel-based audio from non-spatial-aware applications into 3D mixed or virtual reality space
Publication Date: 2018.04.10 MICROSOFT TECHNOLOGY LICENSING LLC
  • US9942687B1 patent drawing
  • US9942687B1 patent drawing
  • US9942687B1 patent drawing

AI summary

Rendering audio for applications implemented in an MR or AR system, in a 3D environment. A method includes determining a location of a user device in the 3D environment. The method further includes accessing a set of spatial mapping data to obtain spatial mapping data for the determined location. The spatial mapping data includes spatial mapping of free-space points in the 3D environment. Data for each free-space point includes data related to audio characteristics at that free-space point. The spatial mapping data is based on data provided by users in the 3D environment. The method further includes applying the spatial mapping data for the determined location to one or more acoustic simulation filters. The method further includes using the one or more acoustic simulation filters with the spatial mapping data applied, rendering audio output for one or more applications implemented in the MR or AR system to a user.