Audio Element Rendering with Adaptive Loudspeakers Against Comb Filtering
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Solution Overview
Problem
Existing methods for rendering audio elements with spatial extent in virtual reality fail to effectively convey spatially-heterogeneous audio sources, often resulting in comb-filtering effects and psychoacoustic holes due to inconsistent use of virtual loudspeakers, which are either too close or too far apart.
Innovation Solution
Adaptive determination of the number and positioning of virtual loudspeakers based on the size and distance of the audio element relative to the listener, using simplified extent representations and smooth transitions between different speaker setups to maintain audio quality.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If multiple virtual loudspeakers are placed close together to represent a small audio element, then the spatial resolution is improved, but comb-filtering effects occur due to interference between closely spaced speakers
Solution Approach 1:
The patent dynamically adjusts the number of virtual loudspeakers based on parameters including audio element size, distance to listener, and rendering radius. By changing the parameter of speaker count adaptively rather than using a fixed number, the system optimizes spatial resolution while avoiding comb-filtering effects that occur when speakers are too closely spaced.
2Object-generated harmful factors
If fewer virtual loudspeakers are used to reduce comb-filtering effects, then harmful interference is reduced, but the ability to represent spatially-heterogeneous audio sources is degraded
Solution Approach 1:
The patent implements a dynamic rendering system where the number of virtual loudspeakers is not fixed but adapts in real-time based on the audio element's size, distance to the listener, and other spatial parameters. This dynamic adjustment allows the system to use more speakers for large heterogeneous sources needing detailed representation while using fewer speakers for small sources where comb-filtering would be problematic.
Solution Approach 2:
The system changes the parameter of speaker count based on multiple input parameters including audio element size, distance to listener, and rendering radius. This parametric approach enables versatile representation of different audio source types while maintaining optimal speaker spacing to avoid comb-filtering effects.
3Device complexity
If a fixed number of virtual loudspeakers is used for all audio elements, then device complexity is reduced, but audio quality varies inconsistently across different element sizes and distances
Solution Approach 1:
Rather than using a fixed number of virtual loudspeakers, the patent implements a dynamic determination system that calculates the optimal number of speakers based on audio element size, distance to listener, and rendering radius. This dynamic approach maintains consistent audio quality across varying conditions without requiring complex manual configuration.
Solution Approach 2:
The rendering system automatically determines the appropriate number of virtual loudspeakers based on the spatial parameters of the audio element and listener position. This self-service mechanism eliminates the need for external configuration or complex manual setup while maintaining reliable audio quality consistency across different scenarios.
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
Reduces comb-filtering effects and psychoacoustic holes by optimizing the number and placement of virtual loudspeakers, providing a more convincing and stable audio rendering experience.
Implementation Method 1
If the presentation is made using headphones, the rendering process is called binaural rendering. Binaural rendering uses spatial cues of the human spatial hearing which enables the listener to recognize the direction from which sounds are coming from.
Implementation Method 2
the sound can be rendered to the listener using a pair of head-related (HR) filters that is evaluated as the integral of all the HR filters covering the geometric projection of the audio object on the sphere
Implementation Method 3
Spatial audio rendering is the process used for presenting an audio element within virtual reality (VR), augmented reality (AR), or mixed reality (MR) in order to give the listener the impression that the sound is coming from physical source(s) that is located at certain position(s) and that has a certain size and a certain shape
Implementation Method 4
The spatial cues include Inter-aural Time Difference (ITD), Inter-aural Level Difference (ILD), and/or spectral difference
Implementation Method 5
The spatial cues include Inter-aural Time Difference (ITD), Inter-aural Level Difference (ILD), and/or spectral difference
Data Source
AI summary
A method (1900) for rendering an audio element (102) is provided. The method comprises obtaining (s1902) size information indicating a size of a representation of the audio element and/or distance information indicating a distance between the audio element and a listener. The method also comprises, based on the size information and/or the distance information, determining (s1904) a number of virtual loudspeakers to use for rendering the audio element.


