Apple inc. (20240114310). Method and System For Efficiently Encoding Scene Positions simplified abstract

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Method and System For Efficiently Encoding Scene Positions

Organization Name

apple inc.

Inventor(s)

Frank Baumgarte of Sunnyvale CA (US)

Dipanjan Sen of Dublin CA (US)

Method and System For Efficiently Encoding Scene Positions - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240114310 titled 'Method and System For Efficiently Encoding Scene Positions

Simplified Explanation

The method described in the abstract involves receiving an encoded version of an audio signal associated with a sound source in a 3D scene, along with scene tree structure information and positions of the sound source and listener. Spatially rendered audio signals are then produced based on the positions of the sound source and listener, which are used to drive speakers.

  • Receiving a bitstream containing an encoded audio signal, scene tree structure, and positions of sound source and listener
  • Determining the position of the listener
  • Producing spatially rendered audio signals based on the positions of the sound source and listener
  • Using the spatially rendered audio signals to drive speakers

Potential Applications

This technology could be applied in virtual reality (VR) and augmented reality (AR) environments to enhance the audio experience for users. It could also be used in gaming, entertainment, and simulation applications.

Problems Solved

This technology solves the problem of accurately rendering audio in 3D spaces, providing a more immersive and realistic audio experience for users. It also addresses the challenge of spatially positioning sound sources relative to listeners in virtual environments.

Benefits

The benefits of this technology include improved audio quality, enhanced user experience, and increased realism in virtual environments. It also allows for more precise control over audio spatialization, leading to a more immersive audio experience.

Potential Commercial Applications

Potential commercial applications of this technology include VR and AR gaming, entertainment venues, theme parks, and simulation training programs. It could also be used in audio production and post-production workflows to enhance spatial audio effects.

Possible Prior Art

One possible prior art in this field is the use of spatial audio processing algorithms in audio software and hardware to create immersive audio experiences. Another prior art could be the use of binaural audio techniques to simulate 3D sound environments.

Unanswered Questions

How does this technology impact the overall user experience in virtual reality environments?

This technology enhances the user experience by providing more realistic and immersive audio in virtual environments. It creates a sense of presence and spatial awareness for users, making the experience more engaging and immersive.

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

One potential challenge could be ensuring compatibility and optimization for various hardware and software platforms. Another challenge could be addressing latency issues in real-time audio rendering for seamless audio spatialization.


Original Abstract Submitted

a method that includes receiving a bitstream that comprises: an encoded version of an audio signal that is associated with a sound source that is within a first 3d scene, a scene tree structure that includes an origin of the first scene relative to an origin of a second scene, and a position of the sound source within the first scene relative to the origin of the first scene, wherein the position references the origin of the first scene using an identifier, wherein the scene tree structure defines an initial configuration of the sound source with respect to the first and second scenes; determining a position of a listener; producing a set of spatially rendered audio signals by spatially rendering the audio signal according to the position of the sound source with respect to the position of the listener; and using the spatially rendered audio signals to drive speakers.