Sony Interactive Entertainment Inc. (20240236608). TRANSFORMING COMPUTER GAME AUDIO USING IMPULSE RESPONSE OF A VIRTUAL 3D SPACE GENERATED BY NERF INPUT TO A CONVOLUTIONAL REVERBERATION ENGINE simplified abstract

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TRANSFORMING COMPUTER GAME AUDIO USING IMPULSE RESPONSE OF A VIRTUAL 3D SPACE GENERATED BY NERF INPUT TO A CONVOLUTIONAL REVERBERATION ENGINE

Organization Name

Sony Interactive Entertainment Inc.

Inventor(s)

Michael Taylor of San Mateo CA (US)

TRANSFORMING COMPUTER GAME AUDIO USING IMPULSE RESPONSE OF A VIRTUAL 3D SPACE GENERATED BY NERF INPUT TO A CONVOLUTIONAL REVERBERATION ENGINE - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240236608 titled 'TRANSFORMING COMPUTER GAME AUDIO USING IMPULSE RESPONSE OF A VIRTUAL 3D SPACE GENERATED BY NERF INPUT TO A CONVOLUTIONAL REVERBERATION ENGINE

Simplified Explanation: A 3D neural radiance field (NeRF) is used to generate an impulse response (IR) characterization, which is then input to a convolutional reverberation engine to create an audio experience that reflects the in-game world on a 2.0 stereo speaker system.

Key Features and Innovation:

  • NeRF recreates a background geometry and generates the impulse response of a virtual 3D space.
  • The virtual IR is input to the convolutional reverberation engine to transform game sounds/music to appear as though they are occurring inside the 3D space of the game.
  • Real-world space can also be incorporated, blending virtual IR and real IR in real-time to create audio that adjusts for the acoustics of the real space.

Potential Applications: This technology can be used in virtual reality gaming, immersive audio experiences, and spatial audio design for various applications.

Problems Solved: This technology addresses the challenge of creating realistic audio experiences that match the visual elements of a virtual environment.

Benefits: The benefits of this technology include enhanced immersion, spatial awareness, and a more realistic audio environment for users.

Commercial Applications: Potential commercial applications include virtual reality gaming, audio production, entertainment venues, and virtual events.

Questions about the Technology: 1. How does the NeRF technology enhance audio experiences in virtual environments? 2. What are the potential implications of blending virtual and real-world audio spaces in real-time?

Frequently Updated Research: There may be ongoing research in the fields of spatial audio design, convolutional reverberation engines, and immersive audio technologies that could further enhance this technology.


Original Abstract Submitted

a 3d neural radiance field (nerf) is used to generate an impulse response (ir) characterization, which can then be input to a convolutional reverberation engine to create an audio experience that reflects the in-game world on a 2.0 stereo speaker system. the nerf recreates a background geometry and the impulse response of a virtual 3d space generated using nerf is input to the convolutional reverberation engine to transform game sounds/music to appear as though they are occurring inside the 3d space of the game. the same may be done for the player's real-world space in which the virtual ir and real ir are blended together in real-time, and the real-life player tracked as he moves around the room to create audio as it would sound were the player moving through the virtual space while adjusting for the acoustics of the real space.