Avatar Audio Scene Rendering via Minimum Spanning Tree

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Solution Overview

Problem

Current inter-player communication mechanisms in visually immersive virtual environments are primitive, relying on text chat or voice communications, and implementing natural voice placement is complex and costly, with high bandwidth and CPU requirements for audio exchange in massively multi-player games.

Innovation Solution

A method using a minimum spanning tree link structure between avatars to render immersive audio scenes, eliminating the need for central servers by leveraging peer-to-peer communication, reducing bandwidth and CPU costs, and allowing scalable resource allocation as the number of avatars grows.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of energy

If a minimum spanning tree link structure is used for peer-to-peer audio communication, then bandwidth requirements are reduced, but audio quality and immersion may deteriorate

Engineering Contradiction:
Improvebandwidth consumptionVSAvoidaudio quality
Core Design Contradiction:
Loss of energyVSReliability

Solution Approach 1:

The patent segments the audio communication network into hierarchical levels (peer-to-peer links, regional aggregation, central server) where different routing strategies apply at each level. This segmentation allows optimized bandwidth usage at peer level while maintaining audio quality through selective use of central server for complex routing scenarios.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces central servers as intermediary nodes that mediate between peer-to-peer audio streams and the broader network. These intermediaries handle audio mixing, spatial rendering, and routing decisions, ensuring audio quality is maintained even when peer-to-peer bandwidth is limited.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If audio streams are sent to every player within hearing range, then audio immersion is improved, but upstream and downstream bandwidth requirements increase significantly

Engineering Contradiction:
Improveaudio immersionVSAvoidbandwidth consumption
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The patent merges multiple audio streams at regional aggregation points and central servers before redistributing them to players. Instead of sending individual streams to every player, the system combines streams into regional mixes, reducing total bandwidth consumption while maintaining immersion through spatial audio processing.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent adds spatial and hierarchical dimensions to audio distribution. Audio streams are organized in a three-dimensional space (x, y, z coordinates) and distributed through hierarchical levels (peer, regional, central). This dimensional organization allows efficient bandwidth usage by transmitting audio only to players within specific spatial ranges and hierarchical levels.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

3Reliability

If powerful processing units are employed to render all received audio streams, then audio rendering quality is improved, but hardware requirements and CPU costs increase

Engineering Contradiction:
Improveaudio rendering qualityVSAvoidhardware resources
Core Design Contradiction:
ReliabilityVSQuantity of substance

Solution Approach 1:

The patent segments audio rendering tasks across multiple levels (peer devices, regional servers, central server). Each segment handles a subset of audio processing responsibilities, distributing the computational burden and reducing the power requirements for individual processing units while maintaining overall rendering quality.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent enables peer devices to perform self-service audio processing by rendering audio streams locally before transmission. This self-service approach reduces the processing burden on central servers and distributes computational requirements across the network, lowering overall hardware demands.

Inventive Principle:
Principle #25Self-service

4Device complexity

If a central server architecture is used for audio communication, then audio mixing and spatial rendering are simplified, but server costs and bandwidth requirements increase

Engineering Contradiction:
Improveaudio processing complexityVSAvoidserver resources
Core Design Contradiction:
Device complexityVSQuantity of substance

Solution Approach 1:

The patent segments the central server architecture into hierarchical levels (regional servers, central server). Each level handles a subset of audio processing tasks, reducing the resource requirements for each individual server while maintaining the benefits of centralized mixing and spatial rendering.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces regional servers as intermediary nodes between peer devices and the central server. These intermediaries perform preliminary audio mixing and processing, reducing the workload on the central server and overall system resource requirements while maintaining audio quality.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentEP2095679B1Apparatuses and methods for use in creating an audio scene
Publication Date: 2013.07.10 DOLBY LABORATORIES LICENSING CORP
  • EP2095679B1 patent drawingFigure 1
  • EP2095679B1 patent drawingFigure 2
  • EP2095679B1 patent drawingFigure 3

AI summary

An audio scene is created for an avatar in a virtual environment of multiple avatars. A link structure is created between the avatars. An audio scene is created for each avatar, based on an avatar's associations with other linked avatars.