Voxelized 3D Audio Diffraction Modelling via 2D Pathfinding
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Solution Overview
Problem
Existing audio rendering technologies fail to accurately simulate acoustic diffraction in three-dimensional virtual environments due to computational intensity, complexity of occlusion/diffraction geometry, and requirements for realism and content creator intent, leading to unrealistic sound reproduction.
Innovation Solution
A method involving voxelization and two-dimensional projection mapping to simplify acoustic diffraction modeling, using pathfinding algorithms to determine virtual sound source positions, reducing computational load while maintaining realistic sound rendering.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If physically appropriate modeling of diffraction effects is implemented, then realism of acoustic reproduction is improved, but computational complexity increases
Solution Approach 1:
The three-dimensional audio scene is segmented into a voxelized representation where space is divided into discrete volume elements. This segmentation allows diffraction modeling to be performed on a grid-based structure rather than continuous geometry, reducing computational complexity while maintaining acoustic realism.
Solution Approach 2:
The patent projects the three-dimensional voxelized scene onto a two-dimensional projection map. This dimensionality reduction transforms the complex 3D diffraction problem into a 2D pathfinding problem, significantly reducing computational requirements while preserving essential diffraction effects.
2Reliability
If accurate diffraction modeling is performed in three-dimensional space, then acoustic realism is improved, but processing time increases
Solution Approach 1:
By projecting the 3D voxelized scene onto a 2D projection map, the patent reduces the dimensionality of the computational problem. Pathfinding algorithms operate on this 2D map rather than navigating complex 3D geometry, dramatically reducing processing time while maintaining acoustic realism through the virtual source position technique.
Solution Approach 2:
The voxelized representation and projection map are prepared in advance, allowing pathfinding and virtual source position determination to be performed more efficiently during real-time audio rendering. This preliminary structuring of the scene data reduces processing time during actual playback.
3Measurement precision
If detailed occlusion geometry is represented, then diffraction accuracy is improved, but computational load increases
Solution Approach 1:
Occlusion geometry is represented through voxelized volume elements rather than detailed continuous surfaces. This segmentation captures essential occlusion and diffraction characteristics while reducing the computational load associated with processing complex geometric models.
Solution Approach 2:
The patent creates a simplified copy of the occlusion geometry in the form of a projection map that preserves diffraction-relevant features. This 2D projection copy allows pathfinding algorithms to determine diffraction effects without processing the full complexity of the original 3D occlusion geometry.
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 realistic sound rendering in three-dimensional audio scenes with reduced computational effort, suitable for real-time applications like virtual reality and gaming, by simulating acoustic diffraction effectively.
Implementation Method 1
Acoustic diffraction refers to various phenomena that occur when a wave encounters an obstacle or a hole in occluder. The psychoacoustical perception of acoustic diffraction is the 'bending' of sound around an obstacle or the 'spreading out' past a small opening in sound barrier.
Data Source
AI summary
Described herein is a method of processing audio content for rendering in a three-dimensional audio scene, wherein the audio content comprises a sound source at a source position, the method comprising: obtaining a voxelized representation of the three-dimensional audio scene, wherein the voxelized representation indicates volume elements in which sound can propagate and volume elements by which sound is occluded; generating a two-dimensional projection map for the audio scene based on the voxelized representation by applying a projection operation to the voxelized representation that projects onto a horizontal plane; and determining parameters indicating a virtual source position of a virtual sound source based on the source position, a listener position, and the projection map, to simulate, by rendering a virtual source signal from the virtual source position, an impact of acoustic diffraction by the three-dimensional audio scene on a source signal of the sound source at the source position. Described are moreover a corresponding apparatus as well as corresponding computer program products.


