Voxel-Based Audio Directional Output System

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Solution Overview

Problem

Conventional methods for simulating realistic sound in media environments are computationally complex and require human-intensive hard coding, making it difficult to adapt to changes in the environment.

Innovation Solution

A voxel-based representation of the 3D media environment is used to efficiently calculate acoustic propagation, accounting for obstructions and reverberation, allowing for real-time adjustments of audio paths and sound direction.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If conventional methods are used to simulate realistic sound, then audio realism is improved, but computational complexity and processing requirements increase significantly

Engineering Contradiction:
Improveaudio realismVSAvoidcomputational complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent segments the 3D media environment into discrete voxels (volume elements), creating a voxel-based representation of the environment. This segmentation allows acoustic propagation to be calculated by analyzing individual voxels and their properties, transforming a continuous complex acoustic field problem into a discrete, computationally manageable set of voxel-based calculations. Each voxel can be independently evaluated for its acoustic properties, reducing overall computational complexity while maintaining audio realism.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent creates a simplified voxel-based model (copy) of the actual 3D media environment. Instead of performing complex acoustic simulations on the full detailed environment, the system uses this voxel copy to calculate acoustic propagation paths, obstructions, and reverberation. This copied representation maintains the essential geometric and acoustic properties needed for realistic sound simulation while requiring significantly fewer computational resources than a full-physics acoustic model.

Inventive Principle:
Principle #26Copying

2Measurement precision

If hard coding is used for specific sound environments, then audio accuracy for that environment is improved, but adaptability to changes and new environments deteriorates

Engineering Contradiction:
Improveaudio accuracyVSAvoidenvironment adaptability
Core Design Contradiction:
Measurement precisionVSAdaptability or versatility

Solution Approach 1:

The patent implements a dynamic voxel-based system where the acoustic environment is not fixed through hard coding but is generated and updated in real-time based on the current state of the media environment. As objects move, environments change, or new scenes are loaded, the voxel representation is automatically regenerated and acoustic propagation is recalculated. This dynamic approach allows the system to adapt to any environment configuration without requiring pre-programmed acoustic parameters for each specific scenario.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes its approach from fixed hard-coded acoustic parameters to dynamic parameter generation based on voxel properties. Instead of having predetermined acoustic settings for specific environments, the patent calculates acoustic parameters (such as propagation paths, attenuation, reverberation) by analyzing the actual voxel configuration of each environment. This allows automatic adaptation to different environments by simply changing the voxel representation, without modifying any hard-coded acoustic behavior.

Inventive Principle:
Principle #35Parameter changes

3Measurement precision

If detailed acoustic simulation is performed, then sound realism is improved, but processing power and energy requirements increase

Engineering Contradiction:
Improvesound realismVSAvoidprocessing power
Core Design Contradiction:
Measurement precisionVSPower

Solution Approach 1:

By segmenting the environment into voxels, the patent enables parallel processing of acoustic calculations across multiple voxels. Each voxel's acoustic contribution can be calculated independently and simultaneously, allowing efficient utilization of modern multi-core processors and GPUs. This segmentation transforms a single complex calculation into many simpler parallel calculations, reducing overall processing time and power consumption while maintaining detailed acoustic simulation quality.

Inventive Principle:
Principle #1Segmentation

4Measurement precision

If conventional acoustic simulation methods are used, then audio accuracy is improved, but ease of operation and implementation deteriorates

Engineering Contradiction:
Improveaudio accuracyVSAvoidimplementation ease
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The patent implements a self-service system where the voxel-based acoustic simulation automatically adapts to any environment configuration without requiring manual setup or configuration. The system self-generates acoustic parameters by analyzing the voxel representation of the environment, automatically calculating propagation paths, obstructions, and reverberation based on the current scene geometry. This eliminates the need for developers to manually configure acoustic settings for each environment, greatly simplifying implementation while maintaining high audio accuracy.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS10045144B2Redirecting audio output
Publication Date: 2018.08.07 MICROSOFT TECHNOLOGY LICENSING LLC
  • US10045144B2 patent drawing
  • US10045144B2 patent drawing
  • US10045144B2 patent drawing

AI summary

A method for providing directional audio in a computer environment includes recognizing a location of a listener in the computer environment, recognizing a location of a sound emitter in the computer environment, and recognizing a plurality of candidate portal points in the computer environment. Each candidate portal point provides a viable audio path from the location of the sound emitter to the location of the listener. The method further includes identifying a selected portal point from among the plurality of candidate portal points based at least on a first distance from the selected portal point to the location of the listener and a second distance from the selected portal point to the location of the sound emitter and setting a perceived direction of the sound emitter to go through a location of the selected portal point.