Spatial Audio Rendering with Near-Field Filtering for AR
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing augmented reality and virtual reality systems face challenges in providing immersive audio experiences, particularly for multi-user scenarios, due to limitations in audio engines that rely on panning from a central location, require pre-loaded audio files, and suffer from latency issues, which hinder the creation of realistic 3D positional effects and near-field audio rendering.
Innovation Solution
The system generates a correspondence between real-world objects and virtual 3D coordinates, tracks device movement with six degrees of freedom, and applies near-field filters to audio files when within a threshold distance, enabling correct spatial audio cues and immersive experiences by using a server-connected portable device with sensors and audio processing units for distributed rendering.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If audio files are pre-loaded on client device, then audio quality can be maintained, but device complexity and cost increase
Solution Approach 1:
The patent extracts the audio processing functionality from the client device and relocates it to a server. The server handles audio file storage, processing, and generation of audio cues, while the client device only receives and plays back the processed audio data. This extraction reduces device complexity and hardware requirements while maintaining audio quality through server-side processing capabilities.
Solution Approach 2:
The patent introduces an audio processing server as an intermediary between the audio source and the client device. This intermediary handles the complex audio processing tasks including spatial audio generation, near-field filtering, and real-time mixing, allowing client devices to achieve high-quality audio experiences without requiring dedicated audio hardware.
2Adaptability or versatility
If panning from central location is used, then 3D positional effects can be created, but accuracy of spatial audio cues deteriorates at close distances
Solution Approach 1:
The patent applies different audio processing techniques based on the spatial location of the sound source relative to the listener. For near-field sources (within threshold distance), near-field filters are applied to preserve spatial accuracy and prevent collapse to central stereo. For far-field sources, conventional panning and HRTF processing are used. This local differentiation of processing quality resolves the contradiction by optimizing each regime appropriately.
Solution Approach 2:
The patent dynamically adjusts audio processing parameters based on the distance between the listener and sound sources. The system continuously calculates distances and dynamically switches between near-field and far-field processing modes, adjusting filter characteristics and mixing parameters in real-time. This dynamic adaptation maintains spatial accuracy across all distances while preserving 3D positional effects.
3Loss of time
If audio processing is done locally, then latency can be reduced, but device complexity increases
Solution Approach 1:
The patent extracts complex audio processing operations from the client device and relocates them to a server with superior processing capabilities. This extraction allows the use of sophisticated algorithms for spatial audio generation, near-field filtering, and real-time mixing without imposing latency-critical processing demands on the client device, thereby reducing overall system latency while maintaining low device complexity.
4Adaptability or versatility
If volume mixing based on distance is used, then spatial audio can be simulated, but near-field audio realism deteriorates
Solution Approach 1:
The patent applies different mixing strategies based on distance thresholds. For near-field sources, the system uses near-field filters that preserve spatial separation and prevent volume-based mixing from collapsing sounds to a central location. For far-field sources, conventional volume mixing based on distance attenuation is applied. This local differentiation maintains audio realism in the near-field while preserving spatial simulation capabilities overall.
Data Source
AI summary
According to embodiments described in the specification, an exemplary method for providing a navigable, immersive audio experience includes displaying a plurality of augmented reality objects with a live image from a camera on a display, associating audio files with the objects, tracking movement with six degrees of freedom (6DoF) parameters, updating the display upon tilting or movement through a space, and mixing the audio files so that the objects maintain spatial positioning as the portable electronic device is moved through a space. When the portable electronic device is within a threshold distance to an object, the method involves applying a near-field filter to the audio files and rendering the mixed and filtered audio files on an output device in communication with the portable electronic device. In one embodiment, the audio files are music files and the disclosed techniques provide a multi-user, navigable, intimate musical experience in augmented reality.


