Physics-Based Audio Synthesis for Mixed-Reality Collision Consistency

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Solution Overview

Problem

Existing XR systems fail to present virtual audio that accurately reflects a user's surroundings, leading to auditory inconsistencies and discomfort, such as motion sickness, due to the lack of consideration for real-world acoustic properties in synthesized sounds.

Innovation Solution

A method for generating virtual audio in mixed reality systems that determines if an audio model exists for a virtual object, and if not, creates a custom audio model based on the object's acoustic properties, synthesizing an audio signal that reflects the collision and presenting it via a head-wearable device.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If virtual audio is synthesized without considering real-world acoustic properties, then the system complexity is reduced and audio generation is faster, but auditory consistency and user immersion deteriorate

Engineering Contradiction:
Improveaudio generation speedVSAvoidauditory consistency
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The system changes acoustic parameters (reverberation time, early decay time, clarity) based on detected environmental characteristics to dynamically adjust virtual audio synthesis, achieving both speed and consistency through parameter-based adaptation rather than complete physical modeling

Inventive Principle:
Principle #35Parameter changes

2Reliability

If a database of real sounds is used to synthesize virtual sounds, then auditory realism is improved, but memory requirements and system complexity increase

Engineering Contradiction:
Improveauditory realismVSAvoidmemory requirements
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system replaces the mechanical approach of storing and mixing recorded sound waves with a physics-based acoustic model that calculates sound propagation through environmental parameters, reducing memory needs while maintaining realism

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

Instead of storing complete sound databases, the system stores acoustic parameters (reverberation time, early decay time, clarity) and calculates virtual sounds on-demand by adjusting these parameters, significantly reducing memory requirements

Inventive Principle:
Principle #35Parameter changes

3Device complexity

If virtual audio does not account for user surroundings, then system simplicity is maintained, but user comfort and immersion deteriorate

Engineering Contradiction:
Improvesystem simplicityVSAvoidmotion sickness
Core Design Contradiction:
Device complexityVSObject-affected harmful factors

Solution Approach 1:

The system uses environmental sensors to detect acoustic characteristics of the real world and feeds this information back into the audio synthesis process, dynamically adjusting virtual audio to match the physical environment and prevent sensory conflict that causes motion sickness

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS12389187B2Physics-based audio and haptic synthesis
Publication Date: 2025.08.12 MAGIC LEAP INC
  • US12389187B2 patent drawing
  • US12389187B2 patent drawing
  • US12389187B2 patent drawing

AI summary

Disclosed herein are systems and methods for generating and presenting virtual audio for mixed reality systems. A method may include determining a collision between a first object and a second object, wherein the first object comprises a first virtual object. A memory storing one or more audio models can be accessed. It can be determined if the one or more audio models stored in the memory comprises an audio model corresponding to the first object. In accordance with a determination that the one or more audio models comprises an audio model corresponding to the first object, an audio signal can be synthesized, wherein the audio signal is based on the collision and the audio model corresponding to the first object, and the audio signal can be presented to a user via a speaker of a head-wearable device. In accordance with a determination that the one or more audio models does not comprise an audio model corresponding to the first object, an acoustic property of the first object can be determined, a custom audio model based on the acoustic property of the first object can be generated, an audio signal can be synthesized, wherein the audio signal is based on the collision and the custom audio model, and the audio signal can be presented, via a speaker of a head-wearable device, to a user.