18471780. Method and System for Spatially Rendering Three-Dimensional (3D) Scenes simplified abstract (Apple Inc.)

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Method and System for Spatially Rendering Three-Dimensional (3D) Scenes

Organization Name

Apple Inc.

Inventor(s)

Frank Baumgarte of Sunnyvale CA (US)

Dipanjan Sen of Dublin CA (US)

Method and System for Spatially Rendering Three-Dimensional (3D) Scenes - A simplified explanation of the abstract

This abstract first appeared for US patent application 18471780 titled 'Method and System for Spatially Rendering Three-Dimensional (3D) Scenes

Simplified Explanation

The patent application describes a method for spatially rendering audio signals in a three-dimensional (3D) scene based on metadata associated with the position of sound sources and listeners within the scene.

  • Receiving a first bitstream containing an encoded audio signal and metadata about the position of a 3D sub-scene and a sound source within the sub-scene.
  • Determining the position of a listener within the scene.
  • Rendering the scene spatially to position the sound source with the audio signal relative to the listener's position.
  • Receiving a second bitstream with metadata indicating a different position of the sub-scene.
  • Adjusting the spatial rendering of the scene to move the sound source in accordance with the movement of the sub-scene.

Potential Applications

This technology could be applied in virtual reality (VR) and augmented reality (AR) environments to enhance the immersive experience by accurately positioning audio sources within the 3D space.

Problems Solved

This technology solves the problem of accurately rendering audio in 3D scenes by dynamically adjusting the position of sound sources based on the movement of sub-scenes.

Benefits

The benefits of this technology include improved audio realism in VR and AR applications, enhanced user experience, and increased immersion through spatially accurate audio rendering.

Potential Commercial Applications

One potential commercial application of this technology could be in the development of VR and AR gaming platforms that require realistic audio rendering to enhance gameplay.

Possible Prior Art

Prior art in this field may include existing spatial audio rendering techniques used in VR and AR applications, as well as audio processing technologies for immersive audio experiences.

Unanswered Questions

How does this technology impact the overall performance of VR and AR applications?

This technology can significantly enhance the overall performance of VR and AR applications by providing more realistic and immersive audio experiences, which can lead to increased user engagement and satisfaction.

What are the potential challenges in implementing this technology across different platforms and devices?

One potential challenge in implementing this technology across various platforms and devices is ensuring compatibility and optimization for different hardware configurations and software environments to deliver consistent and high-quality spatial audio rendering.


Original Abstract Submitted

A method that includes receiving a first bitstream that includes an encoded version of an audio signal for a three-dimensional (3D) scene and a first set of metadata that has 1) a position of a 3D sub-scene within the scene and 2) a position of a sound source associated with the audio signal within the sub-scene; determining a position of a listener; spatially rendering the scene to produce the sound source with the audio signal at the position of the sound source with respect to the position of the listener; receiving a second bitstream that includes a second set of metadata that has a different position of the sub-scene; and adjusting the spatial rendering of the scene such that the position of the sound source changes to correspond to movement of the sub-scene from the position of the sub-scene to the different position of the sub-scene.