Immersive Audio Latency Reduction via Contextual Pose Updates

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Solution Overview

Problem

Conventional immersive audio systems experience high motion-to-sound latency due to the need for real-time local rendering, which is resource intensive, and offloading rendering to a remote server, which introduces transmission delays.

Innovation Solution

A device and method that obtain contextual movement estimate data to set pose update parameters, allowing for efficient updating of pose data and rendering of immersive audio assets, thereby reducing latency and conserving resources.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If real-time local rendering of immersive audio is performed, then audio quality is maintained, but computing resources and power are consumed excessively

Engineering Contradiction:
Improveaudio qualityVSAvoidpower consumption
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The system performs preliminary rendering of audio assets at a remote server before they are needed at the client device. By pre-processing the immersive audio content and storing it in a rendered format, the system eliminates the need for resource-intensive real-time rendering at the client device, thereby reducing power consumption while maintaining audio quality.

Inventive Principle:
Principle #10Preliminary action

2Productivity

If audio rendering is offloaded to a remote server, then local computing resources are conserved, but transmission latency increases

Engineering Contradiction:
Improveprocessing efficiencyVSAvoidtransmission latency
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system pre-renders audio assets at the remote server and stores them in a cached format before they are requested by the client device. When the client needs audio content, the pre-rendered assets are already available locally or can be quickly retrieved, eliminating the need for real-time transmission and processing during playback, thus reducing latency.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system maintains different quality levels of audio assets locally - pre-rendered high-quality assets for immediate playback and lower-quality placeholders that can be quickly replaced. This allows the system to provide immediate audio output with minimal latency while maintaining the option to update with higher quality content when bandwidth is available.

Inventive Principle:
Principle #3Local quality

3Speed

If pose data is updated frequently, then motion-to-sound latency is reduced, but computing resources are consumed

Engineering Contradiction:
Improveupdate rateVSAvoidprocessing complexity
Core Design Contradiction:
SpeedVSDevice complexity

Solution Approach 1:

The system pre-processes and caches pose data at the remote server, maintaining a history of pose transformations. When the client device needs updated pose information, it can retrieve pre-computed transformations from the cache rather than requesting continuous real-time updates, reducing both the update frequency and processing complexity at the client device.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20250031004A1Audio processing
Publication Date: 2025.01.23 QUALCOMM INC
  • US20250031004A1 patent drawing
  • US20250031004A1 patent drawing
  • US20250031004A1 patent drawing

AI summary

A device includes a memory configured to store data associated with an immersive audio environment and one or more processors configured to obtain contextual movement estimate data associated with a portion of the immersive audio environment. The processor(s) are configured to set a pose update parameter based on the contextual movement estimate data. The processor(s) are configured to obtain pose data based on the pose update parameter. The processor(s) are configured to obtain rendered assets associated with the immersive audio environment based on the pose data. The processor(s) are configured to generate an output audio signal based on the rendered assets.