Dynamic Audio Renderer for Spatial Boundary Adaptation
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Current computer-mediated reality systems, such as VR, AR, and MR, face challenges in providing an immersive auditory experience, particularly as visual elements become more sophisticated, due to the limitations of existing audio rendering technologies in accurately localizing sound sources in three-dimensional spaces.
Innovation Solution
The development of techniques that allow for flexible audio rendering in terms of complexity, enabling the audio playback system to determine whether a boundary exists between interior and exterior areas, and adjusting the renderer accordingly to improve processor efficiency and immersion, using metadata and listener location to configure the audio renderer for optimal sound placement.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If high complexity rendering is used to provide accurate 3D audio localization, then the immersive XR experience is improved, but processor cycles and computational resources are increased
Solution Approach 1:
The system dynamically adjusts rendering complexity based on listener position relative to the spatial extent boundary. When the listener is inside the boundary, high complexity interior rendering is used for accurate localization. When outside, low complexity exterior rendering is used. This dynamic switching resolves the contradiction by adapting computational resources to actual needs.
Solution Approach 2:
The system changes the rendering parameter (complexity level) based on the listener's spatial position. By detecting whether the listener is inside or outside the spatial extent boundary, the system switches between different rendering modes, thereby achieving accurate audio localization only where necessary and reducing overall computational complexity.
2Reliability
If high complexity rendering is used for accurate audio placement, then the immersive experience is improved, but bandwidth and memory consumption are increased
Solution Approach 1:
The system dynamically adjusts the amount of audio data processed and transmitted based on listener position. By switching between interior and exterior rendering modes, the system optimizes bandwidth usage by sending only the necessary audio information for the listener's current location, thereby reducing overall bandwidth consumption while maintaining accuracy when needed.
3Productivity
If low complexity rendering is used to reduce processor cycles, then system efficiency is improved, but audio localization accuracy deteriorates
Solution Approach 1:
The system applies different rendering qualities to different spatial regions. Interior rendering with high localization precision is applied only within the spatial extent boundary where accurate audio placement is critical. Exterior rendering with lower precision is applied outside the boundary where full accuracy is less critical. This local differentiation resolves the contradiction by optimizing precision where needed and efficiency where acceptable.
Data Source
AI summary
Example devices, systems and methods for processing audio data are disclosed. An example device includes a memory configured to store one or more speaker feeds and one or more processors implemented in circuitry and communicatively coupled to the memory. The one or more processors are configured to determine whether a boundary separating an interior area from an exterior area exists, and based on the boundary existing, determine a transition distance value, the transition distance value being indicative of a size of a transition zone. The one or more processors are configured to obtain a listener location indicative of a virtual location of the device relative to the interior area and obtain, based at least in part on the boundary and the listener location, a current renderer. The one or more processors are configured to apply, to the audio data, the current renderer to obtain the one or more speaker feeds.


