VR Audio Rendering Using Play-Area Geometry Cues

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Solution Overview

Problem

Current virtual reality (VR) audio rendering systems are not aware of the user's play area geometry, leading to potential collisions and inefficient audio rendering, as they do not adjust audio playback or rendering based on the user's position within the play area, resulting in issues like accidental collisions and suboptimal audio processing.

Innovation Solution

An apparatus and method that incorporates play area geometry, position, and coordinate system information into the audio renderer, allowing it to adjust rendering based on the listener's position, including features like pausing audio outside the play area, adjusting sound sources, and optimizing rendering for elements inside or outside the play area.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If the VR audio rendering system does not incorporate play area geometry information, then the device complexity is lower, but the user safety is compromised due to potential collisions and the audio rendering efficiency is reduced due to suboptimal audio processing

Engineering Contradiction:
Improveuser safetyVSAvoiddevice complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The audio rendering system dynamically adjusts audio parameters based on the user's real-time position relative to the play area boundaries. The system continuously monitors position data and modifies audio rendering characteristics (such as spatial audio positioning, volume, and panning) to provide appropriate feedback when the user approaches or exits the play area, thereby enhancing safety without requiring complex hardware modifications

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system introduces play area geometry information as an intermediary parameter that mediates between the user's physical position and the audio rendering output. This intermediary data layer enables the system to translate spatial boundaries into audio-based warnings or adjustments, creating a bridge that enhances user awareness and safety without directly modifying the core rendering pipeline

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If the VR audio rendering system does not adjust audio playback based on user position, then the ease of operation is maintained, but the audio rendering efficiency is reduced due to suboptimal audio processing

Engineering Contradiction:
Improveaudio rendering efficiencyVSAvoidease of operation
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The audio rendering system applies different processing characteristics to different spatial regions. When the user is within the play area, the system optimizes audio rendering for immersive experience with full spatial audio processing. When the user approaches boundaries or exits the play area, the system automatically adjusts audio parameters (such as reducing spatial effects or changing volume) to provide appropriate feedback, thereby optimizing rendering efficiency for the current operational context without requiring manual user intervention

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system dynamically modifies audio rendering parameters (such as spatial positioning, volume, panning, and reverberation) based on the user's position relative to the play area. These parameter changes enable the system to adapt audio processing to the current operational state, improving rendering efficiency by avoiding unnecessary processing when the user is outside the play area while maintaining optimal audio experience when the user is within boundaries

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20250365550A1Apparatus, Method, and Computer Program for Rendering Virtual Reality Audio
Publication Date: 2025.11.27 NOKIA TECHNOLOGIES OY
  • US20250365550A1 patent drawing
  • US20250365550A1 patent drawing
  • US20250365550A1 patent drawing

AI summary

There is provided an apparatus for rendering an audio scene to be consumed by a listener in a physical space, the apparatus including circuitry configured to: obtain at least one information to render the audio scene with at least one audio signal according to the at least one information; obtain play-area information, the play-area information including information about a region within the physical space and within which the listener is allowed to physically move within, the play-area information including at least one of: geometry; position; orientation; and coordinate system; generate an audio rendering using the at least one audio signal in accordance with the play-area information; and obtain a rendering control parameter based on the play-area information, wherein the rendering control parameter is configured to update the audio rendering.