VR Audio Scene Transition Handling
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Solution Overview
Problem
Existing audio rendering systems are limited in handling translational movement, which is essential for providing realistic 6 degrees of freedom (DoF) experiences in virtual reality (VR) environments.
Innovation Solution
A method and system for rendering audio in VR environments that involves rendering an origin audio signal from an origin source position on a sphere around the listener's position, determining when the listener moves to a different audio scene, applying a fade-out gain to the origin audio signal, and rendering the modified signal from the same source position.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If existing audio rendering systems are used, then 3 DoF rendering is supported, but translational movement handling is limited
Solution Approach 1:
The audio rendering system is segmented into multiple audio scenes, each associated with a specific listening position. Translational movement is handled by transitioning between these discrete scenes rather than continuously rendering for all possible positions, reducing computational complexity while enabling 6 DoF capability.
Solution Approach 2:
Audio scenes are pre-rendered and prepared in advance for different listening positions. When translational movement is detected, the system switches to the pre-computed audio scene corresponding to the destination position, avoiding the need to compute audio rendering in real-time for all possible positions.
2Reliability
If audio scenes are transitioned during listener movement, then realistic 6 DoF experience is achieved, but processing delays may occur
Solution Approach 1:
Audio scenes are pre-rendered and stored in advance for various listening positions. When the listener moves to a new position, the system retrieves the pre-computed audio scene rather than computing it in real-time, eliminating processing delays while maintaining smooth transitions.
Solution Approach 2:
Instead of computing audio rendering from scratch for each new listening position, the system uses copies of pre-rendered audio scenes that correspond to the destination position. This copying approach eliminates computational delay while preserving audio quality and transition smoothness.
3Reliability
If origin audio signal is faded out during transition, then seamless audio transition is achieved, but audio signal processing complexity increases
Solution Approach 1:
During audio scene transitions, the system maintains continuous audio output by fading out the origin audio signal while simultaneously fading in the destination audio signal. This continuous action ensures seamless transitions without abrupt interruptions, improving audio consistency during movement.
Solution Approach 2:
The fade-out gain acts as an intermediary parameter that controls the transition between audio scenes. By using this intermediate gain factor, the system achieves smooth transitions without directly manipulating complex audio signals, simplifying the processing while maintaining consistency.
Data Source
AI summary
A method (900) for rendering audio in a virtual reality rendering environment (180) is described. The method (900) comprises rendering (901) an origin audio signal of an origin audio source (113) of an origin audio scene (111) from an origin source position on a sphere (114) around a listening position (201) of a listener (181). Furthermore, the method (900) comprises determining (902) that the listener (181) moves from the listening position (201) within the origin audio scene (111) to a listening position (202) within a different destination audio scene (112). In addition, the method (900) comprises applying (903) a fade-out gain to the origin audio signal to determine a modified origin audio signal, and rendering (903) the modified origin audio signal of the origin audio source (113) from the origin source position on the sphere (114) around the listening position (201, 202).


