Cinematic Mastering for Shared VR/AR Immersive Viewing
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Solution Overview
Problem
Existing technologies for delivering cinematic content in virtual reality (VR) and augmented reality (AR) are limited, failing to enhance the appeal and enjoyment of narrative content, and users have not been adequately immersed in these experiences.
Innovation Solution
A method for configuring and distributing digital cinematic master data to multiple immersive output devices, including VR and AR devices, to provide synchronized and interactive experiences that extend imagery beyond the display screen and allow user interaction, enhancing the immersive experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If traditional cinematic content is delivered on a 2D display screen, then the content can be viewed by multiple users simultaneously, but the immersive experience and user engagement are limited
Solution Approach 1:
The patent transitions from traditional 2D display to immersive dimensions by integrating VR headsets and AR glasses that provide three-dimensional spatial audio and visual content. The system renders audio objects in 3D space around the user, creating a spherical sound field that encompasses the entire field of view, thereby adding spatial depth and immersion beyond flat screens.
Solution Approach 2:
The patent creates a unified content delivery system that can output to multiple device types simultaneously - traditional 2D displays, VR headsets, and AR glasses - all from a single cinematic content source. The system adapts the same content package across different output modalities, allowing one content to serve multiple functions and device configurations.
2Adaptability or versatility
If VR headsets are used to provide immersive 3D experience, then user engagement improves, but the cost and accessibility become limited due to expensive equipment
Solution Approach 1:
The patent implements dynamic content delivery that adapts to the user's chosen device. The system can switch between immersive VR/AR output and traditional 2D display output based on real-time device detection and user preference. This dynamic adaptation allows the same content to be experienced immersively when possible, but accessible on budget-friendly devices when needed, making the technology flexible rather than rigid.
Solution Approach 2:
The patent segments the audio-visual content into separate spatial audio objects and visual elements that can be independently rendered for different output devices. This segmentation allows the immersive audio component to be delivered to VR headsets while the visual component can be displayed on any screen, enabling partial immersion even with budget equipment and reducing the barrier to entry.
3Adaptability or versatility
If immersive content is delivered to individual headsets, then personalized experience is achieved, but social interaction and shared viewing experience are reduced
Solution Approach 1:
The patent introduces a spatial audio field as an intermediary that connects multiple users in shared virtual spaces. Audio objects are positioned in 3D space and can be heard by multiple users simultaneously, creating a shared auditory experience that mediates social interaction. The system can render different audio perspectives for different users while maintaining a common spatial framework that enables group engagement.
Solution Approach 2:
The patent nests multiple levels of experience within a single content delivery framework - individual personalized spatial audio experiences are nested within a shared group viewing environment. Each user receives customized immersive audio tailored to their headset position and preferences, while simultaneously participating in a collective viewing experience where all users share the same cinematic narrative and spatial audio landscape.
4Adaptability or versatility
If spatial audio objects are rendered in 3D space around the user, then immersive effect is enhanced, but the processing complexity and computational requirements increase
Solution Approach 1:
The patent performs preliminary rendering of spatial audio objects during the content creation and mastering phase. Audio objects are pre-positioned in 3D space with defined spatial coordinates and characteristics, allowing the heavy computational work of spatial rendering to be done in advance rather than in real-time during playback. This preliminary action significantly reduces the processing burden on end-user devices.
Solution Approach 2:
The patent uses copying techniques where the pre-rendered spatial audio object data is replicated and distributed to multiple users. Instead of independently calculating spatial audio for each user in real-time, the system distributes copies of the spatially-encoded audio data to each headset, which then applies user-specific transformations based on headset position and orientation. This copying approach dramatically reduces computational complexity while maintaining immersive quality.
Data Source
AI summary
An entertainment system provides data to a common screen (e.g., cinema screen) and personal immersive reality devices. For example, a cinematic data distribution server communicates with multiple immersive output devices each configured for providing immersive output (e.g., a virtual reality output) based on a data signal. Each of the multiple immersive output devices is present within eyesight of a common display screen. The server configures the data signal based on digital cinematic master data that includes immersive reality data. The server transmits the data signal to the multiple immersive output devices contemporaneously with each other, and optionally contemporaneously with providing a coordinated audio-video signal for output via the common display screen and shared audio system.


