Immersive Audio Rendering with Virtual Objects
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Solution Overview
Problem
Current methods for rendering object-based audio content in immersive environments struggle to accurately handle metadata specifying extent, diffusion, and divergence, leading to uneven audio distribution and potential speaker overload, and fail to maintain consistent perceived loudness across moving audio objects.
Innovation Solution
A method and apparatus for rendering audio objects by creating virtual audio objects and determining weight factors based on metadata, ensuring even distribution and normalization to match artistic intent, involving the creation of phantom objects, normalization of weight and rendering gains, and rendering audio objects with three-dimensional extent to achieve efficient and accurate sound reproduction.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If virtual audio objects are created and weight factors are determined based on metadata, then audio power distribution becomes even and speaker overload is prevented, but device complexity increases
Solution Approach 1:
The audio object is segmented into multiple virtual audio objects (VAOs) distributed across different spatial locations. Each VAO is rendered independently to speaker feeds with calculated weight factors, enabling even audio power distribution across speakers while preventing any single speaker from receiving excessive power that would cause overload.
Solution Approach 2:
Virtual audio objects serve as intermediary elements between the original audio object and the speaker feeds. The rendering process uses these VAOs as intermediate steps to calculate appropriate weight factors for each speaker, thereby achieving balanced power distribution without directly managing complex speaker power allocation.
2Adaptability or versatility
If audio objects are rendered with three-dimensional extent, then immersive and realistic audio rendering is achieved, but manufacturing precision requirements increase
Solution Approach 1:
The rendering process transitions from two-dimensional stereo panning to three-dimensional spatial distribution by creating virtual audio objects at different positions and extents in 3D space. This dimensional expansion enables immersive audio rendering that respects the original metadata specifications for extent, diffusion, and divergence while maintaining consistent perceived loudness.
Solution Approach 2:
The system utilizes metadata parameters (extent, diffusion, divergence) to dynamically adjust rendering characteristics. By interpreting these parameters and applying appropriate weight factors to virtual audio objects, the system achieves accurate 3D audio rendering that reflects the artistic intent without requiring excessive precision in physical speaker placement.
3Reliability
If weight factors are normalized to match artistic intent, then consistent perceived loudness is maintained, but loss of information increases
Solution Approach 1:
The normalization process incorporates feedback mechanisms that monitor the combined output of virtual audio objects and adjust weight factors accordingly. This feedback loop ensures that the perceived loudness remains consistent with the original artistic intent while minimizing information loss through iterative optimization of the rendering parameters.
Data Source
AI summary
The present document relates to methods and apparatus for rendering input audio for playback in a playback environment. The input audio includes at least one audio object and associated metadata, and the associated metadata indicates at least a location of the audio object. A method for rendering input audio including divergence metadata for playback in a playback environment comprises creating two additional audio objects associated with the audio object such that respective locations of the two additional audio objects are evenly spaced from the location of the audio object, on opposite sides of the location of the audio object when seen from an intended listener's position in the playback environment, determining respective weight factors for application to the audio object and the two additional audio objects, and rendering the audio object and the two additional audio objects to one or more speaker feeds in accordance with the determined weight factors.


