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
Engineering 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
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.
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.
2Measurement precision
If detailed scene/Game requirements are increased, then sound occlusion accuracy is improved, but processing resource consumption increases
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.
3Device complexity
If object approximation is used, then computational complexity is reduced, but measurement precision of occlusion detection decreases
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.
Data Source
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.


