Scalable Unified Audio Rendering for Low-Complexity Spatial Audio

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Solution Overview

Problem

Existing audio rendering technologies in computer-mediated reality systems face challenges in efficiently processing and rendering audio data to maintain coherence with video data, leading to potential audio artifacts and reduced immersion due to high processing demands and power consumption.

Innovation Solution

A scalable unified audio rendering technique that reduces processing complexity by transforming channel-based and object-based audio data into scene-based data, using spherical harmonic coefficients (SHC) and mixed order ambisonics (MOA) representations, allowing for efficient rendering across various speaker configurations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If traditional channel-based and object-based audio rendering is used, then audio quality can be maintained, but processing complexity and power consumption increase significantly

Engineering Contradiction:
Improveaudio qualityVSAvoidprocessing complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent transforms audio data from traditional channel-based or object-based representations into scene-based data using spherical harmonic coefficients (SHC) and mixed order ambisonics (MOA). This parameter transformation enables the audio rendering system to process spatial audio information more efficiently while maintaining audio quality, thereby reducing processing complexity without compromising reliability.

Inventive Principle:
Principle #35Parameter changes

2Reliability

If traditional audio rendering processing is used, then audio-visual coherence can be achieved, but power consumption increases reducing playback duration

Engineering Contradiction:
Improveaudio-visual coherenceVSAvoidpower consumption
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

By converting audio data into scene-based representations with SHC and MOA, the patent reduces the computational load required for audio rendering. This parameter transformation allows the system to maintain audio-visual coherence while consuming less power, thereby extending battery life and playback duration in mobile and wearable devices.

Inventive Principle:
Principle #35Parameter changes

3Reliability

If high-fidelity audio rendering is performed, then user immersion is improved, but processing demands increase reducing system performance

Engineering Contradiction:
Improveuser immersionVSAvoidsystem performance
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent employs scene-based audio data representation using spherical harmonic coefficients and mixed order ambisonics, which transforms the audio processing workflow to reduce computational complexity. This enables high-fidelity audio rendering that enhances user immersion while maintaining system performance by reducing processing demands on the audio subsystem.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentEP3747205B1Scalable unified audio renderer
Publication Date: 2025.10.01 QUALCOMM INC
  • EP3747205B1 patent drawingFigure 1
  • EP3747205B1 patent drawingFigure 2
  • EP3747205B1 patent drawingFigure 3

AI summary

A device comprising an audio decoder, a memory, and a processor may be configured to perform various aspects of the techniques. The audio decoder may decode, from a bitstream, first audio data and second audio data. The memory may store the first audio data and the second audio data. The processor may render the first audio data into first spatial domain audio data for playback by virtual speakers at a set of virtual speaker locations, and render the second audio data into second spatial domain audio data for playback by the virtual speakers at the set of virtual speaker locations. The processor may also mix the first spatial domain audio data and the second spatial domain audio data to obtain mixed spatial domain audio data, and convert the mixed spatial domain audio data to scene-based audio data.