Audio Rendering Timing Control for Line-of-Sight Synchronization
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Solution Overview
Problem
The combination of buffering and panning techniques in audio reproduction leads to delays in following the user's line-of-sight, causing deviations in image-audio synchronization, resulting in discomfort and potential audio skipping or cracking.
Innovation Solution
An information processing device with an acquisition section for content data, an execution timing decision section to determine rendering timing based on user line-of-sight information, a rendering section to render objects accordingly, and an output synthesis section to generate output data for each object, allowing adaptive panning and synchronization.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If buffering technique is used for time synchronization between image and audio, then image-audio synchronization is improved, but delay in following user line-of-sight occurs causing deviation in synchronization
Solution Approach 1:
The system performs preliminary rendering of audio objects before the actual playback time, storing them in a buffer. This allows the rendering process to be completed in advance, reducing the delay when line-of-sight information changes. The buffer stores pre-rendered audio data that can be quickly output without real-time rendering delays.
Solution Approach 2:
The system dynamically adjusts the rendering execution timing based on line-of-sight information. When line-of-sight changes are detected, the system modifies the timing at which pre-rendered audio objects are output from the buffer, allowing the audio to follow the user's line-of-sight dynamically while maintaining the benefits of pre-buffering.
2Loss of time
If audio output is not buffered, then delay in following line-of-sight is reduced, but rendering load is temporarily increased causing audio skipping or cracking
Solution Approach 1:
Audio objects are rendered in advance and stored in a buffer before playback. This preliminary rendering action distributes the computational load over time, preventing temporary spikes in rendering load that would cause audio skipping or cracking. The buffer acts as a reservoir that smooths out the rendering workload.
Solution Approach 2:
The system dynamically controls the output timing of pre-rendered audio objects from the buffer based on line-of-sight information. This allows the system to maintain low latency and high responsiveness to line-of-sight changes while relying on the pre-buffered content to avoid the computational burden of real-time rendering.
3Reliability
If buffering is applied, then audio skipping is reduced, but deviation in image-audio synchronization increases
Solution Approach 1:
Audio objects are pre-rendered and buffered with metadata including their intended playback timing information. This preliminary action preserves the temporal relationships between different audio objects and their corresponding video frames, allowing synchronization to be maintained even though buffering is applied.
Solution Approach 2:
The system dynamically adjusts the output timing of buffered audio objects based on line-of-sight information while maintaining synchronization with the video timeline. The execution timing decision section calculates the appropriate output timing that balances both synchronization accuracy and responsiveness to line-of-sight changes, preventing both audio skipping and synchronization deviation.
Data Source
AI summary
An audio reproduction with a realistic feeling is achieved while suppressing incongruity and discomfort given to a user. The information processing device includes an acquisition section that acquires content data including a plurality of objects, an execution timing decision section that decides an execution timing for each of the objects, a rendering processing section that renders each of the objects on the basis of line-of-sight information of a user that has been input immediately before the execution timing of rendering each of the objects, and an output synthesis section that synthesizes output data for every object that has been generated by the rendering.


