Volumetric 3D Audio Rendering for Dynamic Occlusion and Adaptive Detail
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Solution Overview
Problem
Current 3D audio rendering techniques represent sound as points in space, requiring significant time and resources to determine audio changes with scene modifications, and often result in unrealistic sound attenuation and occlusion handling.
Innovation Solution
Represent sound sources as geometric volumes with associated audio characteristics, using a GPU for volumetric audio rendering and scripted audio level-of-detail to manage sound complexity and occlusion naturally, allowing for real-time, dynamic, and realistic audio environments.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If sound is represented as points in space using current 3D audio rendering techniques, then the audio rendering can be performed, but the time complexity and resource usage increase significantly when scene modifications occur
Solution Approach 1:
The patent segments the audio scene into volumetric audio objects (VAOs) that are associated with graphical objects. Each VAO contains audio characteristics and spatial information, allowing the system to process audio independently for each volumetric object. This segmentation enables efficient updates when scene modifications occur, as only the affected VAOs need to be reprocessed rather than the entire audio scene.
Solution Approach 2:
The patent transitions from representing sound as points (0D) or simple spatial coordinates to representing sound as volumetric objects (3D). This dimensional change allows the system to leverage the existing 3D graphical rendering pipeline to handle audio spatialization, thereby improving rendering efficiency and reducing computational overhead when scenes change.
2Reliability
If current 3D audio rendering techniques are used with point-based sound representation, then audio rendering is achieved, but audio realism is compromised due to unrealistic sound attenuation and occlusion handling
Solution Approach 1:
The patent applies local quality by associating different audio characteristics with different volumetric audio objects. Each VAO can have unique audio properties such as attenuation rates, occlusion behavior, and spatial distribution. This allows the system to handle audio realism locally for each sound source while maintaining overall system efficiency through the volumetric object framework.
Solution Approach 2:
The patent makes the volumetric audio object framework universal by integrating it with the existing graphical rendering pipeline. The same VAO structure used for audio representation can also serve as the spatial representation for graphical objects, enabling the system to handle both audio and visual rendering through a unified approach, thereby reducing overall system complexity.
3Measurement precision
If detailed audio synthesis is performed for all sound sources, then audio quality is improved, but the computational resources and processing time increase significantly
Solution Approach 1:
The patent implements dynamics by making the level of audio detail adaptive based on the listener's proximity to sound sources. The system dynamically adjusts the synthesis complexity and audio detail for each VAO according to the distance from the listener, ensuring high audio quality for nearby sources while using reduced complexity for distant sources, thereby optimizing computational resource consumption.
Solution Approach 2:
The patent applies parameter changes by modifying audio synthesis parameters such as attenuation rates, frequency content, and spatial distribution based on the distance between the listener and each volumetric audio object. This allows the system to maintain audio realism for important nearby sounds while reducing computational complexity for distant sounds through parameter-based optimization.
Data Source
AI summary
An audio engine is provided for acoustically rendering a three-dimensional virtual environment. The audio engine uses geometric volumes to represent sound sources and any sound occluders. A volumetric response is generated based on sound projected from a volumetric sound source to a listener, taking into consideration any volumetric occluders in-between. The audio engine also provides for modification of a level of detail of sound over time based on distance between a listener and a sound source. Other aspects are also described and claimed.


