Extended Reality Audio Processing Hybrid Near-Field Far-Field Rendering

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Solution Overview

Problem

Conventional extended reality audio systems fail to provide a realistic and immersive audio experience by relying solely on either near-field or far-field rendering systems, which are inadequate for reproducing the full spectrum of sounds in extended reality environments.

Innovation Solution

The implementation of a hybrid approach that separates audio data into complementary first and second multi-channel streams, with the first stream handled by near-field rendering systems for high frequencies and the second by far-field systems for low frequencies, allowing for concurrent rendering to recreate the complex soundscape of extended reality worlds.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If a single near-field rendering system is used, then high-frequency sounds are reproduced well, but low-frequency sounds and overall immersion are inadequate

Engineering Contradiction:
Improvehigh-frequency sound reproductionVSAvoidfull spectrum sound reproduction
Core Design Contradiction:
Measurement precisionVSAdaptability or versatility

Solution Approach 1:

The audio rendering system is segmented into two independent rendering paths: a near-field rendering system for high-frequency sounds and a far-field rendering system for low-frequency sounds. This segmentation allows each system to specialize in specific frequency ranges, resolving the contradiction between high-frequency precision and full-spectrum versatility.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system changes the operational parameters of different rendering systems by assigning frequency-specific roles: the near-field system handles high frequencies while the far-field system handles low frequencies. This parameter-based division enables both systems to operate optimally within their designated ranges, achieving both precision and versatility.

Inventive Principle:
Principle #35Parameter changes

2Measurement precision

If a single far-field rendering system is used, then low-frequency sounds are reproduced well, but high-frequency sounds and overall realism are inadequate

Engineering Contradiction:
Improvelow-frequency sound reproductionVSAvoidfull spectrum sound reproduction
Core Design Contradiction:
Measurement precisionVSAdaptability or versatility

Solution Approach 1:

The audio rendering system is segmented into two independent rendering paths: a near-field rendering system for high-frequency sounds and a far-field rendering system for low-frequency sounds. This segmentation allows each system to specialize in specific frequency ranges, resolving the contradiction between low-frequency precision and full-spectrum versatility.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system changes the operational parameters of different rendering systems by assigning frequency-specific roles: the near-field system handles high frequencies while the far-field system handles low frequencies. This parameter-based division enables both systems to operate optimally within their designated ranges, achieving both precision and versatility.

Inventive Principle:
Principle #35Parameter changes

3Device complexity

If only one rendering system is used, then system complexity is low, but audio immersion and realism are inadequate

Engineering Contradiction:
Improverendering system structureVSAvoidaudio experience quality
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The audio rendering system is segmented into two independent rendering paths: a near-field rendering system for high-frequency sounds and a far-field rendering system for low-frequency sounds. This segmentation allows each system to specialize in specific frequency ranges, resolving the contradiction between low-frequency precision and full-spectrum versatility.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system merges the outputs of two separate rendering systems (near-field and far-field) into a unified audio experience. By combining the specialized high-frequency rendering with specialized low-frequency rendering, the system achieves comprehensive sound quality and immersion that neither system could provide alone.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS11223920B2Methods and systems for extended reality audio processing for near-field and far-field audio reproduction
Publication Date: 2022.01.11 VERIZON PATENT & LICENSING INC
  • US11223920B2 patent drawing
  • US11223920B2 patent drawing
  • US11223920B2 patent drawing

AI summary

An exemplary mobile edge compute (“MEC”) server implementing an extended reality audio processing system generates a near-field audio data stream and a far-field audio data stream. The near-field audio data stream is configured to be rendered by a near-field rendering system, while the far-field audio data stream is configured to be rendered by a far-field rendering system. The near-field and far-field audio data streams are each representative of virtual sound presented to an avatar of a user experiencing an extended reality world. The MEC server provides the near-field and far-field audio data streams to a media player device separate from the MEC server and implementing the near-field and far-field rendering systems. Specifically, the MEC server provides the audio data streams for concurrent rendering by the media player device as the user experiences the extended reality world using the media player device. Corresponding methods and systems are also disclosed.