Audio Input Modification for Realistic XR Immersion
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Solution Overview
Problem
Extended-reality environments often neglect the audio aspects, detracting from the immersive experience, as they primarily focus on visual improvements.
Innovation Solution
A method is described for modifying audio inputs received at a head-worn extended-reality device to create simulated audio outputs based on a simulated environment, using techniques such as producing direct and reflected room impulse responses, cross-correlating audio with impulse responses, and decomposing audio into high-order ambisonics to enhance the audio experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Illumination intensity
If extended-reality environments focus on visual improvements, then visual immersion is enhanced, but audio immersion deteriorates
Solution Approach 1:
The audio processing system segments the audio signal into direct sound and reflected sound components by separating the impulse response into direct path and reflected path. This allows independent processing and rendering of each component to achieve realistic audio immersion in the extended-reality environment.
Solution Approach 2:
The patent introduces an intermediary audio processing system that includes impulse response measurement, cross-correlation processing, and ambisonic decoding modules. This intermediary system mediates between the audio input and the simulated environment to generate realistic audio outputs that match the visual extended-reality scene.
2Object-generated harmful factors
If audio processing complexity is increased to simulate realistic acoustic environments, then audio immersion is improved, but device complexity increases
Solution Approach 1:
The system uses self-service processing by measuring the impulse response between the audio source and the microphone array, then using this measured response to process the audio signal. The cross-correlation processing automatically aligns the direct and reflected paths without requiring manual intervention, reducing operational complexity.
Solution Approach 2:
The patent transforms the audio signal through parameter changes including converting to ambisonic format, applying high-order ambisonic decoding, and adjusting time alignment based on cross-correlation results. These parameter transformations enable realistic audio simulation while managing processing complexity through systematic approaches.
3Measurement precision
If time alignment precision is increased to accurately separate direct and reflected paths, then audio realism is improved, but processing time increases
Solution Approach 1:
The system performs preliminary action by measuring the impulse response in advance and using this pre-measured data to guide the time alignment process. The cross-correlation processing uses this preliminary information to efficiently determine the optimal time alignment without requiring exhaustive search, reducing processing time while maintaining precision.
Solution Approach 2:
The patent replaces complex mechanical time alignment methods with signal processing techniques including cross-correlation and ambisonic decoding. This substitution of mechanical approaches with computational methods achieves high time alignment precision while optimizing processing efficiency through mathematical transformations.
Data Source
AI summary
An example method of matching audio inputs to an extended-reality environment, comprises, receiving an audio input from a microphone at a head-worn extended-reality device, and the audio input occurs at a simulated location in a simulated environment. The method also includes, processing the audio input into processed audio by changing the audio based on simulated objects within the simulated environment. The processed audio is configured to be perceived in a manner as if the audio input is being altered by the simulated environment. The example method includes transmitting the processed audio to the device for playback, such that the audio is perceived as being spoken in the simulated environment.


