18045839. SCALING AUDIO SOURCES IN EXTENDED REALITY SYSTEMS simplified abstract (QUALCOMM Incorporated)
Contents
- 1 SCALING AUDIO SOURCES IN EXTENDED REALITY SYSTEMS
- 1.1 Organization Name
- 1.2 Inventor(s)
- 1.3 SCALING AUDIO SOURCES IN EXTENDED REALITY SYSTEMS - A simplified explanation of the abstract
- 1.4 Simplified Explanation
- 1.5 Potential Applications
- 1.6 Problems Solved
- 1.7 Benefits
- 1.8 Potential Commercial Applications
- 1.9 Possible Prior Art
- 1.10 Original Abstract Submitted
SCALING AUDIO SOURCES IN EXTENDED REALITY SYSTEMS
Organization Name
Inventor(s)
Isaac Garcia Munoz of San Diego CA (US)
Alex Tung of San Diego CA (US)
Graham Bradley Davis of Seattle WA (US)
Andre Schevciw of San Diego CA (US)
SCALING AUDIO SOURCES IN EXTENDED REALITY SYSTEMS - A simplified explanation of the abstract
This abstract first appeared for US patent application 18045839 titled 'SCALING AUDIO SOURCES IN EXTENDED REALITY SYSTEMS
Simplified Explanation
The techniques described in the patent application involve rescaling audio elements for extended reality scene playback. A device with memory and processing circuitry is used to modify the location of audio elements based on playback and source dimensions, and then render the audio to speaker feeds.
- Techniques for rescaling audio elements for extended reality scene playback:
- Device with memory and processing circuitry - Modify location of audio elements based on playback and source dimensions - Render audio to speaker feeds
Potential Applications
The technology could be applied in virtual reality gaming, augmented reality experiences, virtual tours, and immersive storytelling.
Problems Solved
This technology solves the problem of accurately positioning audio elements in extended reality scenes to create a more immersive and realistic audio experience for users.
Benefits
The benefits of this technology include enhanced audio quality, improved user experience, and increased realism in extended reality environments.
Potential Commercial Applications
Commercial applications of this technology could include virtual reality gaming, augmented reality applications for education and training, virtual tours for real estate, and immersive storytelling experiences for entertainment.
Possible Prior Art
One possible prior art for this technology could be spatial audio processing techniques used in virtual reality and augmented reality applications.
Unanswered Questions
How does this technology handle dynamic changes in the physical space during playback?
The patent abstract does not specify how the technology adapts to changes in the physical space during audio playback.
What is the impact of background noise on the rescaled audio elements in extended reality scenes?
The patent abstract does not address how background noise may affect the rescaled audio elements in extended reality scenes.
Original Abstract Submitted
In general, various aspects of the techniques are directed to rescaling audio element for extended reality scene playback. A device comprising a memory and processing circuitry may be configured to perform the techniques. The memory may store an audio bitstream representative of an audio element in an extended reality scene. The processing circuitry may obtain a playback dimension associated with a physical space in which playback of the audio bitstream is to occur, and obtain a source dimension associated with a source space for the extended reality scene. The processing circuitry may modify, based on the playback dimension and the source dimension, a location of the audio element to obtain a modified location for the audio element, and render, based on the modified location for the audio element, the audio element to one or more speaker feeds. The processing circuitry may output the one or more speaker feeds.