Vector Field Interpolation for 6DoF Audio Rendering

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Solution Overview

Problem

Current techniques for rendering audio in computer-mediated reality systems, such as VR and AR, face challenges in providing an immersive auditory experience as users move, as they are often computationally complex and fail to accurately adjust soundfields in real-time, leading to blurred interpolations and high comb filtering effects.

Innovation Solution

The use of vector field interpolation techniques, specifically generating and determining direction vectors based on audio source locations and energies, allows for efficient and accurate rendering of soundfields in six degrees of freedom applications, using ambisonic coefficients and plane wave translations to maintain an immersive experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If current rendering techniques are used to adjust soundfields in real-time as users move, then the auditory experience should adapt to user movement, but the computational complexity increases and accuracy decreases leading to blurred interpolations and comb filtering effects

Engineering Contradiction:
Improvesoundfield accuracyVSAvoidcomputational complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The audio scene is segmented into discrete audio objects, each with independently determined position and orientation parameters. This allows the soundfield to be constructed from individual object contributions rather than processing the entire scene as a single complex entity, reducing computational complexity while maintaining accuracy.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent changes the rendering approach from continuous soundfield interpolation to discrete parameter-based audio object positioning. By using explicit position and orientation parameters for each audio object and applying spatial audio rendering techniques, the system achieves accurate real-time adaptation to user movement without the computational burden and accuracy loss of traditional interpolation methods.

Inventive Principle:
Principle #35Parameter changes

2Reliability

If traditional audio rendering methods are used in VR/AR systems, then the system structure remains simple, but the auditory experience fails to provide realistic immersion as video experience improves

Engineering Contradiction:
Improveimmersive experience qualityVSAvoidrendering system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The rendering system dynamically adjusts audio object positions and orientations based on user movement and camera orientation in real-time. Audio objects are automatically repositioned and reoriented to maintain consistent spatial relationships with the user's viewpoint, enabling the auditory experience to adapt dynamically to user actions and maintain immersive quality as video experience improves.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent introduces audio objects as intermediary elements between the video content and the user's auditory experience. These audio objects carry position and orientation information that mediates the rendering process, allowing the system to generate realistic spatial audio without requiring complex direct processing of the entire audio scene, thus improving immersion while controlling system complexity.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS11743670B2Correlation-based rendering with multiple distributed streams accounting for an occlusion for six degree of freedom applications
Publication Date: 2023.08.29 QUALCOMM INC
  • US11743670B2 patent drawing
  • US11743670B2 patent drawing
  • US11743670B2 patent drawing

AI summary

An example device includes a memory configured to store audio data and location data associated with a plurality of audio streams and one or more processors coupled to the memory. The one or more processors are configured to obtain a first location of a first audio stream that includes an audio source and obtain a second location of a second audio stream that includes the audio source. The one or more processors are configured to generate direction vectors originating at the first location and the second location, based on a location of the audio source and the first location, and the location of the audio source and the second location, respectively. The one or more processors are also configured to determine parameters that describe a vector field based on the first direction vector and the second direction vector.