Audio Rendering Diffraction Information Pre-calculation
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Solution Overview
Problem
Conventional techniques for diffraction modeling in three-dimensional audio scenes, particularly those using voxels, are computationally expensive and burdensome, requiring powerful devices and potentially affecting user experience.
Innovation Solution
The proposed method involves processing audio scene information, specifically voxel-based data, to generate and share diffraction information efficiently. This includes receiving audio scene and listener location data, calculating diffraction paths, and outputting this information for reuse by other rendering instances, thereby reducing computational load.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If conventional diffraction modeling techniques are used in three-dimensional audio scenes, then accurate acoustic diffraction paths can be obtained, but computational complexity and processing time increase significantly
Solution Approach 1:
The patent pre-calculates and stores diffraction information for various scene configurations before actual audio rendering. By preparing diffraction paths in advance for different possible scene states and storing them for reuse, the system avoids performing computationally expensive diffraction calculations in real-time during audio rendering, thus resolving the contradiction between accuracy and computational complexity
Solution Approach 2:
The patent creates and stores copies of diffraction information for different scene configurations. Instead of recalculating diffraction paths from scratch each time, the system retrieves pre-computed diffraction information copies that match the current scene state, significantly reducing computational load while maintaining diffraction path accuracy
2Reliability
If diffraction paths are recalculated frequently to accommodate user or source movement, then accurate real-time audio rendering is maintained, but computational burden increases
Solution Approach 1:
The patent implements a dynamic approach where diffraction information is pre-computed for multiple possible scene states and stored. During runtime, the system dynamically selects and retrieves the appropriate pre-computed diffraction information based on the current scene configuration, user position, and source position, avoiding frequent recalculation while maintaining rendering accuracy
Solution Approach 2:
The system performs preliminary calculation of diffraction paths for various anticipated scene configurations and stores them. When user or source movement occurs, the system checks if pre-computed diffraction information for the new configuration exists and reuses it, rather than performing energy-intensive recalculation, thus maintaining reliability while reducing computational energy consumption
3Power
If powerful computation devices are used to handle diffraction modeling, then processing capability is sufficient, but device cost and system requirements increase
Solution Approach 1:
The patent shifts the computational burden from runtime to preprocessing time by calculating and storing diffraction information in advance. This allows the use of less powerful computation devices during actual audio rendering operations, as the heavy computational work has already been performed during scene setup or initialization
Solution Approach 2:
The system stores copies of pre-computed diffraction information that can be rapidly retrieved during rendering. This approach eliminates the need for powerful real-time computation devices, as the system only needs to perform lightweight operations to select and apply the appropriate pre-computed diffraction data, thereby reducing system requirements
Data Source
AI summary
The disclosure relates to a method of processing audio scene information for audio rendering. The method includes receiving an audio scene description, the audio scene description comprising a representation of a three-dimensional audio scene and information on a source location of a sound source within the audio scene: receiving an indication of a listener location of a listener within the audio scene: obtaining diffraction information relating to an acoustic diffraction path within the audio scene between the source location and the listener location: performing audio rendering for the sound source based on the diffraction information; and outputting a representation of the diffraction information. The disclosure further relates to corresponding apparatus, computer programs, and computer-readable storage media.


