Extended Audio Object Modelling for Low-Complexity 6 DoF Rendering
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Solution Overview
Problem
Existing audio rendering systems struggle to effectively model audio objects with spatial extent in virtual reality environments, particularly for 6 DoF experiences, due to high computational complexity and the inability to account for significant translational movements of the listener.
Innovation Solution
A method and apparatus for modelling extended audio objects by determining an extent parameter based on user position, using a geometric form and relative points, and positioning virtual audio sources to simplify the representation and reduce computational complexity.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If complex extent representation with detailed geometric form is used for 6 DoF rendering, then spatial accuracy and realism are improved, but computational complexity increases significantly
Solution Approach 1:
The extent representation is segmented into discrete sampling points distributed across the geometric form. Instead of processing the entire complex geometric form continuously, the system divides it into finite points that can be sampled and processed independently, reducing computational complexity while maintaining spatial accuracy.
Solution Approach 2:
The system uses simplified copies of the extent representation at different user positions rather than continuously recalculating the full geometric form. Pre-computed extent representations at discrete positions serve as copies that can be quickly retrieved and interpolated, significantly reducing real-time computational complexity.
2Measurement precision
If extent representation is updated for every user position change, then spatial accuracy is maintained, but processing time increases
Solution Approach 1:
Extent representations are pre-computed and stored at discrete sampling points before the user actually moves to those positions. This preliminary action allows the system to quickly retrieve pre-calculated data during runtime rather than computing everything in real-time, maintaining spatial accuracy while reducing processing time.
Solution Approach 2:
The system dynamically adapts the level of detail in extent representation based on user position and movement. Rather than uniformly high resolution everywhere, the system adjusts representation quality dynamically, using higher detail only when necessary and lower detail elsewhere, optimizing the balance between accuracy and processing time.
Data Source
AI summary
A method of modelling extended audio objects for audio rendering in a virtual or augmented reality environment is described. The method comprises obtaining an extent representation indicative of a geometric form of an extended audio object and information relating to one or more first audio sources that are associated with the extended audio object. Furthermore, the method comprises obtaining a relative point on the geometric form of the extended audio object based on a user position in the virtual or augmented reality environment. The method also comprises determining an extent parameter for the extent representation based on the user position and the relative point and determining positions of one or more second audio sources, relative to the user position, for modelling the extended audio object. In addition, the method comprises outputting a modified representation of the extended audio object for modelling the extended audio object.


