Occluded Sound Effect Calculation Using Geometric Approximation

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Solution Overview

Problem

Current methods for calculating occluded sound effects in game and scene development, which rely on complex collider-based calculations, consume significant processing resources and are inefficient, especially as hardware specifications and detail requirements increase.

Innovation Solution

A method that approximates objects as simpler shapes, defines an object detection range for sound rays, projects objects onto reference planes, and calculates a sound occluding factor based on intersection areas to adjust sound signals, reducing computational complexity.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If collider-based calculations are used for occlusion detection, then measurement precision of sound occlusion is improved, but computational complexity increases

Engineering Contradiction:
Improvesound occlusion calculation accuracyVSAvoidcomputational complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The sound occlusion calculation is segmented into two parts: (1) coarse detection using simplified geometric models (spheres, boxes) to identify potential occluders, and (2) fine calculation using collider-based methods only for objects that pass the coarse detection. This segmentation reduces the number of complex calculations while maintaining precision for relevant objects.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent uses simple geometric primitives (spheres, boxes) as temporary approximation objects for occlusion detection. These simplified models are computationally cheap to calculate and are discarded after the detection phase, replaced by accurate collider models only when needed for final sound calculation. This disposable approach to geometric modeling significantly reduces computational complexity.

Inventive Principle:
Principle #27Cheap short-living objects (Disposable)

2Measurement precision

If detailed scene/Game requirements are increased, then sound occlusion accuracy is improved, but processing resource consumption increases

Engineering Contradiction:
Improvesound occlusion accuracyVSAvoidprocessing resource consumption
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The patent implements dynamic adjustment of calculation precision based on scene requirements and object importance. For critical sound occlusion scenarios, full collider-based calculations are performed. For less important objects or distant sound sources, simplified geometric approximations are used. This dynamic approach optimizes processing resource consumption while maintaining necessary accuracy for each specific case.

Inventive Principle:
Principle #15Dynamics

3Device complexity

If object approximation is used, then computational complexity is reduced, but measurement precision of occlusion detection decreases

Engineering Contradiction:
Improvecomputational complexityVSAvoidocclusion detection accuracy
Core Design Contradiction:
Device complexityVSMeasurement precision

Solution Approach 1:

The patent performs preliminary occlusion detection using simple geometric approximations (spheres, boxes) before conducting detailed sound calculations. This preliminary action identifies objects that definitely do not occlude sound, allowing the system to skip complex collider calculations for those objects. The approximation is used as a pre-filter, and only objects that pass this preliminary test undergo detailed accuracy checking.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11438708B1Method for providing occluded sound effect and electronic device
Publication Date: 2022.09.06 HTC CORP
  • US11438708B1 patent drawing
  • US11438708B1 patent drawing
  • US11438708B1 patent drawing

AI summary

The embodiments of the disclosure provide a method for providing an occluded sound effect and an electronic device. The method includes: providing a virtual environment, wherein the virtual environment comprises a first object, and the first object is approximated as a second object; defining an object detection range of a sound source based on a sound ray originated from the sound source; in response to determining that the first object enters the object detection range, defining a reference plane based on a reference point on the second object and the sound ray, wherein the reference plane has an intersection area with the object detection range; projecting the second object onto the reference plane as a first projection; determining a sound occluding factor based on the intersection area and the first projection; and adjusting a sound signal based on the sound occluding factor.