Audio Scene Rendering With Valid Intermediate Diffraction Paths
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Solution Overview
Problem
Current audio signal processing methods struggle to efficiently model sound diffraction in complex virtual reality scenes with multiple diffracting objects, requiring high computational resources and being inadequate for interactive, dynamic environments.
Innovation Solution
The method involves precomputing intermediate diffraction paths with associated filter information, allowing efficient rendering of audio scenes by determining valid paths based on listener and source positions, and calculating audio output signals using these paths and filter representations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If numerical solvers are used to solve the wave equation for accurate acoustic propagation modeling, then measurement precision is improved, but productivity deteriorates due to high computational complexity
Solution Approach 1:
The patent segments the acoustic propagation problem into two distinct frequency domains: low frequencies handled by numerical wave equation solvers for high accuracy, and high frequencies handled by geometric acoustics methods for computational efficiency. This segmentation allows each method to operate in its optimal range, resolving the contradiction between precision and productivity.
Solution Approach 2:
The patent changes the modeling parameters based on frequency thresholds, switching between wave-based modeling (for frequencies below a threshold) and ray-based geometric acoustics (for frequencies above the threshold). This parameter-based approach enables the system to maintain accuracy where needed while achieving computational efficiency in other regions.
2Productivity
If geometric acoustics methods are used for interactive sound propagation, then productivity is improved, but measurement precision deteriorates for diffraction sound modeling
Solution Approach 1:
The patent introduces an intermediary hybrid approach that combines numerical methods and geometric acoustics. The numerical wave solver acts as a mediator for low-frequency diffraction effects, while geometric acoustics handles high-frequency propagation. This intermediary approach maintains interactive rendering speed while improving diffraction modeling accuracy through the complementary strengths of both methods.
Solution Approach 2:
The patent creates a composite modeling approach by integrating two different acoustic modeling methodologies (wave equation-based numerical methods and ray-based geometric acoustics) into a unified hybrid system. This composite approach leverages the accuracy of numerical methods for diffraction while maintaining the speed of geometric acoustics, resolving the precision-productivity contradiction.
3Measurement precision
If computational resources are increased to model diffraction in complex scenes with multiple diffracting objects, then measurement precision is improved, but loss of energy increases
Solution Approach 1:
The patent applies partial action by using full numerical wave equation solving only for low-frequency diffraction components where it is necessary, while using lighter geometric acoustics methods for high-frequency components. This partial application of the computationally intensive method reduces overall energy consumption while maintaining sufficient accuracy for the most critical frequency ranges.
Data Source
AI summary
An apparatus for rendering an audio scene comprising an audio source at an audio source position and a plurality of diffracting objects, comprises: a diffraction path provider for providing a plurality of intermediate diffraction paths through the plurality of diffracting objects, an intermediate diffraction path having a starting point and an output edge of the plurality of diffracting objects and an associated filter information for the intermediate diffraction path; a renderer for rendering the audio source at a listener position, wherein the renderer is configured for determining, based on the output edges of the intermediate diffraction paths and the listener position, one or more valid intermediate diffraction paths from the audio source position to the listener position, determining, for each valid intermediate diffraction path of the one or more valid intermediate diffraction paths, a filter representation for a full diffraction path, and calculating audio output signals for the audio scene using an audio signal associated to the audio source and the filter representation for each full diffraction path.


