Voxel-Based Early Reflection Estimation Without Surface Orientation
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Solution Overview
Problem
Existing methods for estimating early sound source reflections in voxel-based environments are inefficient and require prior knowledge of reflecting surface orientation, making them unsuitable for applications like VR where such information is often unavailable.
Innovation Solution
A heuristic approach that determines early reflection trajectories using a voxel-based representation without relying on reflecting surface orientation, by applying a ray direction pattern to find collision voxels and performing geometric validity tests to identify valid reflection paths between an audio source and listener.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the Image-Source method is used to estimate early reflection trajectories, then measurement precision of reflection paths is improved, but device complexity increases due to complex trigonometrical considerations when boundaries are unknown
Solution Approach 1:
The patent changes the approach from calculating reflection trajectories using complex trigonometrical considerations to using a voxel-based grid system where the environment is discretized into volumetric pixels. This parameter change simplifies the computational model by replacing continuous geometric calculations with discrete grid-based operations, reducing computational complexity while maintaining accuracy in identifying valid reflection paths
Solution Approach 2:
The patent introduces an intermediary voxel-based representation of the 3D environment as a mediator between the audio source/listener positions and the reflection trajectory calculation. This voxel grid serves as an intermediate data structure that encodes spatial information and boundary locations, enabling simplified trajectory estimation through grid traversal algorithms rather than direct geometric computation
2Ease of operation
If voxel-based representation without orientation information is used, then ease of operation is improved for VR applications, but measurement precision of reflection boundaries deteriorates
Solution Approach 1:
The patent segments the continuous 3D space into discrete volumetric units (voxels), where each voxel represents a small region of space. This segmentation allows the system to operate without requiring precise boundary orientation information, as the voxel grid itself encodes spatial relationships. The segmentation transforms the problem from one requiring continuous geometric precision to one solvable with discrete grid operations
Solution Approach 2:
The patent creates a simplified copy of the 3D environment in the form of a voxel-based grid representation. This copied representation captures the essential spatial structure and boundary locations without requiring detailed orientation information. The voxel grid copy enables reflection trajectory estimation to proceed with reduced computational requirements while maintaining sufficient accuracy for VR applications
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
Enables accurate and efficient estimation of early reflections with low computational complexity, suitable for real-time applications like VR, by modeling sound sources with high precision and reducing processing complexity.
Implementation Method 1
sound propagates only along straight lines, i.e., rays
Implementation Method 2
Sound reflections of an acoustically reflective surface can influence the perceived sound of an audio source
Data Source
AI summary
Methods, apparatus, programs, and storage media for improving estimation of early reflection trajectories of an audio source in a three-dimensional audio scene are described. The method includes obtaining a voxel-based representation of the audio scene, information on a listener location in the audio scene, and information on an audio source location in the audio scene. A ray direction pattern is applied to one or more points on a connecting line between the audio source location and the listener location to obtain, for each of these points, a plurality of rays originating at the respective point. A set of collision voxels is determined based on the rays and the voxel-based representation of the audio scene. Early reflection trajectories are determined based on the set of collision voxels, the listener location, the audio source location and a geometrical validity test.


