Dynamic Audio Renderer Selection for HOA Signal Segmentation
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Solution Overview
Problem
Current methods for rendering higher order ambisonic (HOA) audio data often use a single renderer for all portions, leading to increased error and audio artifacts, which degrade the perceived quality of audio reproduction.
Innovation Solution
The technique involves associating different portions of HOA audio data with different audio renderers, allowing for optimized rendering of each transport channel to minimize error and improve perceived quality by selecting the best renderer for each portion of the audio data.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If a single renderer is used to render all portions of HOA audio data, then the device complexity is reduced, but the manufacturing precision (rendering accuracy) deteriorates due to increased error and audio artifacts
Solution Approach 1:
The audio data is divided into different portions (e.g., foreground audio objects, background HOA coefficients, different transport channels) that are rendered using different specialized renderers. This segmentation allows each portion to be processed by the most appropriate renderer type, improving overall rendering accuracy while maintaining manageable system complexity through modular architecture.
Solution Approach 2:
Different renderers are assigned to different portions of audio data based on their specific requirements. For example, foreground audio objects may use object-based rendering while background ambisonic coefficients use field-based rendering. This local optimization ensures that each portion receives the most suitable processing, minimizing errors and artifacts in that specific region of the audio signal.
2Manufacturing precision
If different renderers are used for different portions of HOA audio data, then the manufacturing precision (rendering accuracy) is improved, but the device complexity increases due to multiple renderer configurations
Solution Approach 1:
The system employs a universal rendering architecture where multiple renderers share common infrastructure, control mechanisms, and output pathways. This multi-functionality allows the system to switch between different renderer types (object-based, field-based, channel-based) without requiring completely separate processing chains, thereby improving rendering accuracy while controlling the increase in device complexity through shared resources.
3Ease of operation
If a single renderer is used for all audio data, then the ease of operation is improved, but the reliability of audio reproduction deteriorates due to errors and artifacts
Solution Approach 1:
The rendering system automatically selects and applies the appropriate renderer for each portion of audio data based on metadata and signal characteristics, without requiring manual configuration or user intervention. This self-service mechanism maintains ease of operation while improving reliability, as the system autonomously optimizes the rendering process for each audio portion based on its specific requirements.
Data Source
AI summary
In general, techniques are described by which to render different portions of audio data using different renderers. A device comprising a memory and one or more processors may be configured to perform the techniques. The memory may store audio renderers. The processor(s) may obtain a first audio renderer of the plurality of audio renderers, and apply the first audio renderer with respect to a first portion of the audio data to obtain one or more first speaker feeds. The processor(s) may next obtain a second audio renderer of the plurality of audio renderers, and apply the second audio renderer with respect to a second portion of the audio data to obtain one or more second speaker feeds. The processor(s) may output, to one or more speakers, the one or more first speaker feeds and the one or more second speaker feeds.


