The present disclosure relates generally to techniques creating immersive experiences and in particular those experiences that uses audio components in creating immersive experiences for mixed reality environments.
This section is intended to introduce the reader to various aspects of art, which may be related to various aspects of the present disclosure that are described and/or claimed below. This discussion is believed to be helpful in providing the reader with background information to facilitate a better understanding of the various aspects of the present disclosure. Accordingly, it should be understood that these statements are to be read in this light, and not as admissions of prior art.
In recent years, immersive experiences have become the subject of increased attention. These experiences are not only to replicate the reality of physical realm but are also used to transcend these physical experiences and create fantastic environments that may not be possible using the physical realm. To create these real or fantastic experiences using virtual devices, components are used that can duplicate physical senses. These components can be visual, haptic, auditory or include a combination of such senses. Even sense of smell and temperature can be used. Virtual Reality (VR) or Augmented Reality (AR) have been gaining popularity because they create such immersive experiences.
While audio cues are very important in creating immersive experiences, unfortunately, most efforts have been concentrated in areas of creating visual components for immersive environments. Consequently, while many technological advancements have been presented to increase the immersive nature of these environments, prior art still does not offer systems with enhanced audio components that can realistically provide a true immersive experience. Consequently, systems with improved audio components are desired.
Additional features and advantages are realized through similar techniques and other embodiments and aspects are described in detail herein and are considered a part of the claimed disclosure. For a better understanding of embodiments with advantages and features, refer to the description and to the drawings.
A method and apparatus are provided for enhancing immersive experiences. The progress of a virtual reality content provided in mixed reality environment is monitored. The mixed reality environment incorporates virtual reality content with images provided from a real environment. In addition, at least one virtual acoustic data associated with the virtual reality content is obtained and modified by incorporating said images provided in the real environment.
The present disclosure will be better understood and illustrated by means of the following embodiment and execution examples, in no way limitative, with reference to the appended figures on which:
Wherever possible, the same reference numerals will be used throughout the figures to refer to the same or like parts.
It is to be understood that the figures and descriptions of the present disclosure have been simplified to illustrate elements that are relevant for a clear understanding of embodiments the present disclosure, while eliminating, for purposes of clarity, many other elements found in typical digital multimedia content delivery methods and systems. However, because such elements are well known in the art, a detailed discussion of such elements is not provided herein. The disclosure herein is directed to all such variations and modifications known to those skilled in the art.
In a Mixed Reality (MR) domain, the interactions between real and virtual worlds must be carefully considered to increase the immersion feeling of the user. Traditionally, the designers of immersive environments had concentrated on visual aspects of the Virtual Reality (VR), Augmented Reality (AR) or MR for the user to feel immersed. Many such designers consider that a good VR/AR/MR experience should be visually plausible. In the user's field of view (i.e. the image domain), spatial interactions between real and virtual objects like occlusions, collisions, shadows must be rendered efficiently. Unfortunately, sound and image go hand in hand in real world. Therefore, audio cues should be considered as at least as important as the visual when regarding the immersion feeling because an VR/AR/MR-audio experience is not limited to our field of view (horizontally: almost 180° for human vision but often<130° for handheld devices with embedded cameras like tablets or smartphones; and for headsets, only 30° for HoloLens and 90° for Meta2) vs 360° both horizontally and vertically for audio). Which means that virtual objects even if not visible because out of our field of view should emit their own spatial sound and/or should modify our perception of other real or virtual sounds so that we can feel their presence. So, for a VR/AR/MR experience to be truly immersive you need convincing 3D audio to match the geometry and material properties of both your real and virtual 3D objects. So, parallel to the quite well-known spatial interactions between the real world and the virtual world in the image domain (occlusion, collisions, shadows, etc.), there needs to be also realistic interactions that are presented in the audio domain.
The environmental interactions for sound are similar to light, but slightly different because the waves are of course different. Sound is occluded by objects and reflects off surfaces, but it also diffracts around objects (game engines emulate this with occlusion) and is scattered by non-regular angles. Direct versus reflected sound helps define the size, shape, and materials in the environment (virtual or real). Sound propagation is a key aspect to spatial audio. Unfortunately, the present prior art provides three dimensional (3D) audio engines that can only render the aural component of the mixed reality experience by simulating 3D sound using direction, distance, and environmental simulations. These systems are quite simple with the current 3D engines to attach a spatial sound to a given virtual 3D object, it is not that obvious to know what to do with real world sounds played by real world sources and whose perception should theoretically be modified to match your MR scene and its scenario. Therefore, the prior art present cannot alter real world sounds. Generally, once the image is altered a new sound is played as needed in the AR/MR device. Phase inversion like active cancelling headphones and frequency masking have already been used but they also affect the sounds in the experience.
Various types of systems may be used to perform functions of an immersive display device, for rendering an immersive video for example decoding, playing and rendering. Embodiments of a system, for processing augmented reality (AR) or virtual reality (VR) content are illustrated in
The processing device may also include a communication interface with a wide access network such as internet and access content located on a cloud, directly or through a network device such as a home or a local gateway. The processing device may also access a local storage device through an interface such as a local access network interface, for example an Ethernet type interface. In an embodiment, the processing device may be provided in a computer system having one or more processing units. In another embodiment, the processing device may be provided in a smartphone which can be connected by a wired link or a wireless link to the video to change the mapping into a format more suitable for encoding. Depending on the acquired video data representation, the pre-processing module 300 may perform a mapping space change. After being encoded, the data, which may be encoded immersive video data or 3D CGI encoded data for instance, are sent to a network interface 500, which may be typically implemented in any network interface, for instance present in a gateway. The data are then transmitted through a communication network, such as internet but any other network may be foreseen. Then the data are received via network interface 600. Network interface 600 may be implemented in a gateway, in a television, in a set-top box, in a head mounted display device, in an immersive (projective) wall or in any immersive video rendering device. After reception, the data are sent to a decoding device 700. Decoded data are then processed by a player 800. Player 800 prepares the data for the rendering device 900 and may receive external data from sensors or users input data. More precisely, the player 800 prepares the part of the video content that is going to be displayed by the rendering device 900. The decoding device 700 and the player 800 may be integrated in a single device (e.g., a smartphone, a game console, a STB, a tablet, a computer, etc.). In another embodiment, the player 800 may be integrated in the rendering device 900.
An immersive content typically refers to a video or other streamed content or images, potentially encoded on a rectangular frame that is a two-dimension array of pixels (i.e. element of color information) like a “regular” video or other form of image content. In many implementations, the following processes may be performed. To be rendered, the frame is, first, mapped on the inner face of a convex volume, also referred to as mapping surface (e.g. a sphere, a cube, a pyramid), and, second, a part of this volume is captured by a virtual camera. Images captured by the virtual camera are rendered on the screen of the immersive display device. A stereoscopic video is encoded on one or two rectangular frames, projected on two mapping surfaces which are combined to be captured by two virtual cameras according to the characteristics of the device.
Pixels may be encoded according to a mapping function in the frame. The mapping function may depend on the mapping surface. For a same mapping surface, various mapping functions are possible. For example, the faces of a cube may be structured according to different layouts within the frame surface. A sphere may be mapped according to an equirectangular projection or to a gnomonic projection for example. The organization of pixels resulting from the selected projection function modifies or breaks lines continuities, orthonormal local frame, pixel densities and introduces periodicity in time and space. These are typical features that are used to encode and decode videos. There is a lack of taking specificities of immersive videos into account in encoding and decoding methods. Indeed, as immersive videos are 360° videos, a panning, for example, introduces motion and discontinuities that require a large amount of data to be encoded while the content of the scene does not change. Taking immersive videos specificities into account while encoding and decoding video frames would bring valuable advantages to the state-of-art methods.
In another embodiment, the system includes an auxiliary device which communicates with the immersive video rendering device and with the processing device. In such an embodiment, the auxiliary device may perform at least one of the processing functions. The immersive video rendering device may include one or more displays. The device may employ optics such as lenses in front of each display. The display may also be a part of the immersive display device such as for example in the case of smartphones or tablets. In another embodiment, displays and optics may be embedded in a helmet, in glasses, or in a wearable visor. The immersive video rendering device may also include one or more sensors, as described later. The immersive video rendering device may also include interfaces or connectors. It may include one or more wireless modules in order to communicate with sensors, processing functions, handheld or devices or sensors related to other body parts.
When the processing functions are performed by the immersive video rendering device, the immersive video rendering device can be provided with an interface to a network directly or through a gateway to receive and/or transmit content.
The immersive video rendering device may also include processing functions executed by one or more processors and configured to decode content or to process content. By processing content here, it is understood functions for preparing content for display. This may include, for instance, decoding content, merging content before displaying it and modifying the content according to the display device.
One function of an immersive content rendering device is to control a virtual camera which captures at least a part of the content structured as a virtual volume. The system may include one or more pose tracking sensors which totally or partially track the user's pose, for example, the pose of the user's head, in order to process the pose of the virtual camera. One or more positioning sensors may be provided to track the displacement of the user. The system may also include other sensors related to the environment for example to measure lighting, temperature or sound conditions. Such sensors may also be related to the body of a user, for instance, to detect or measure sweating or heart rate. Information acquired through these sensors may be used to process the content. The system may also include user input devices (e.g. a mouse, a keyboard, a remote control, a joystick). Information from user input devices may be used to process the content, manage user interfaces or to control the pose of the virtual camera. Sensors and user input devices communicate with the processing device and/or with the immersive rendering device through wired or wireless communication interfaces.
An embodiment of the immersive video rendering device 10, will be described in more detail with reference to
Memory 105 includes parameters and code program instructions for the processor 104. Memory 105 may also include parameters received from the sensor(s) 20 and user input device(s) 30. Communication interface 106 enables the immersive video rendering device to communicate with the computer 40. The Communication interface 106 of the processing device may include a wireline interface (for example a bus interface, a wide area network interface, a local area network interface) or a wireless interface (such as a IEEE 802.11 interface or a Bluetooth® interface). Computer 40 sends data and optionally control commands to the immersive video rendering device 10. The computer 40 processes the data, for example to prepare the data for display by the immersive video rendering device 10. Processing may be carried out exclusively by the computer 40 or part of the processing may be carried out by the computer and part by the immersive video rendering device 10. The computer 40 is connected to internet, either directly or through a gateway or network interface 50. The computer 40 receives data representative of an immersive video from the internet, processes these data (for example. decode the data and may prepare the part of the video content that is going to be displayed by the immersive video rendering device 10) and sends the processed data to the immersive video rendering device 10 for display. In another embodiment, the system may also include local storage (not represented) where the data representative of an immersive video are stored, said local storage may be on the computer 40 or on a local server accessible through a local area network for instance (not represented).
Embodiments of a first type of system for displaying augmented reality, virtual reality, augmented virtuality or any content from augmented reality to virtual reality will be described with reference to
The game console 60 is connected to internet, either directly or through a gateway or network interface 50. The game console 60 obtains the data representative of the immersive video from the internet. In another embodiment, the game console 60 obtains the rendering device 10. Processing may be carried out exclusively by the computer 40 or part of the processing may be carried out by the computer and part by the immersive video rendering device 10. The computer 40 is connected to internet, either directly or through a gateway or network interface 50. The computer 40 receives data representative of an immersive video from the internet, processes these data (for example. decode the data and may prepare the part of the video content that is going to be displayed by the immersive video rendering device 10) and sends the processed data to the immersive video rendering device 10 for display. In another embodiment, the system may also include local storage (not represented) where the data representative of an immersive video are stored, said local storage may be on the computer 40 or on a local server accessible through a local area network for instance (not represented).
An embodiment of the immersive video rendering device 70 is described with reference to
More complex systems, for example a rig of cameras may also be used. In this case, the at least one processor performs image processing to estimate the pose of the device 10. Other measurements may be used to process the content according to environmental conditions or user reactions, for example. Sensors used for detecting environmental and users conditions include, for instance, microphones, light sensor or contact sensors. More complex systems may also be used such as, for example, a video camera tracking eyes of a user. In such case the at least one processor performs image processing to perform the measurement.
An embodiment of immersive video rendering device 80 is illustrated in
Embodiments of a second type of system, for processing augmented reality, virtual reality, or augmented virtuality content are illustrated in
This system may also include one or more sensors 2000 and one or more user input devices 3000. The immersive wall 1000 may be an OLED or LCD type and may be equipped with one or more cameras. The immersive wall 1000 may process data received from the more or more sensors 2000. The data received from the sensor(s) 2000 may, for example, be related to lighting conditions, temperature, environment of the user, such as for instance, position of objects.
The immersive wall 1000 may also process data received from the one or more user input devices 3000. The user input device(s) 3000 may send data such as haptic signals in order to give feedback on the user emotions. Examples of user input devices 3000 include for example handheld devices such as smartphones, remote controls, and devices with gyroscope functions.
Data may also be transmitted from sensor(s) 2000 and user input device(s) 3000 data to the computer 4000. The computer 4000 may process the video data (e.g. decoding them and preparing them for display) according to the data received from these sensors/user input devices. The sensors signals may be received through a communication interface of the immersive wall. This communication interface may be of Bluetooth type, of WIFI type or any other type of connection, preferentially wireless but may also be a wired connection.
Computer 4000 sends the processed data and, optionally, control commands to the immersive wall 1000. The computer 4000 is configured to process the data, for example prepare the data for display by the immersive wall 1000. Processing may be done exclusively by the computer 4000 or part of the processing may be done by the computer 4000 and part by the immersive wall 1000.
The immersive wall 6000 receives immersive video data from the internet through a gateway 5000 or directly from internet. In another embodiment, the immersive video data are obtained by the immersive wall 6000 from a local storage (not represented) where the data representative of an immersive video are stored, said local storage may be in the immersive wall 6000 or in a local server accessible through a local area network for instance (not represented).
This system may also include one or more sensors 2000 and one or more user input devices 3000. The immersive wall 6000 may be of OLED or LCD type and be equipped with one or more cameras. The immersive wall 6000 may process data received from the sensor(s) 2000 (or the plurality of sensors 2000). The data received from the sensor(s) 2000 may for example be related to lighting conditions, temperature, environment of the user, such as position of objects.
The immersive wall 6000 may also process data received from the user input device(s) 3000. The user input device(s) 3000 send data such as haptic signals in order to give feedback on the user emotions. Examples of user input devices 3000 include for example handheld devices such as smartphones, remote controls, and devices with gyroscope functions.
The immersive wall 6000 may process the video data (e.g. decoding them and preparing them for display) according to the data received from these sensor(s)/user input device(s). The sensor signals may be received through a communication interface of the immersive wall. This communication interface may include a Bluetooth type, a WIFI type or any other type of wireless connection, or any type of wired connection. The immersive wall 6000 may include at least one communication interface to communicate with the sensor(s) and with the internet.
Gaming console 7000 sends instructions and user input parameters to the immersive wall 6000. Immersive wall 6000 processes the immersive video content, for example, according to input data received from sensor(s) 2000 and user input device(s) 3000 and gaming console(s) 7000 in order to prepare the content for display. The immersive wall 6000 may also include internal memory to store the content to be displayed.
as user-data into the stream. The processor can be part of a set-top box, a computer, a smart television set, a mobile device such as smart phones or the like as can be appreciated by those skilled in the art. As mentioned in conjunction with the embodiment of
The 3D engine of the AR/VR/MR device knows in real-time the location and the orientation of the user w.r.t. the AR/VR/MR scene and the real and virtual objects it contains. It also knows the 3D location of the speakers of the connected devices. Based on such information, the 3D engine sends messages to the audio-capable connected devices so that they modify the way they emit audio (e.g. set to mute, turn up/down the volume, change mode—mono/stereo—, change balance between left and right, front and rear, add filters . . . ).
This allows the directly control of the way real audio sources emit sounds. In addition, there are no need to compensate/recover/cancel sounds from real sources by other new sounds. There is also no need to separate sources, or to estimate source localization since their 3D location is assumed to be initially known. This in turn, improves the immersion feeling by allowing realistic scenarios of MR experiences involving real audio-capable devices. This can be used even with devices that do not support 3D audio. In order to understand how this is achieved, the use of some examples many be useful. These examples are provided to be used in conjunction with renditions of
In most cases, for an optimal user experience, option “c” provides the best solution. In such a case, the VR/AR/MR device should notify (by wireless communication) the hifi system (supposed to be connected) that it recognized the song and then music is set to mute automatically.
Again, for the user experience to be optimal, “c” presents the best option. In that case, the AR/VR/MR application running on the device should compute automatically the new properties the sound from the TV set should be played with and it should notify (such as by wired or wireless communication) the TV set accordingly.
Other concepts can be used in conjunction with the setup of examples 1 and 2 and others to further enhance the immersion feeling. For example real scene analysis can by made by analyzing real environments either in a pre-processing step or in real-time using existing computer vision and scene understanding algorithms to determine the 3D geometry and to localize in 3D the connected audio-capable devices. For such a task, one may use one or several RGB+D sensors and technologies like 3D point cloud analysis, 3D segmentation, object recognition or the like.
Positional tracking can also be used at any time. The AR/VR/MR device realizes the location and orientation relative to the other objects (real or virtual) present in the MR scene. Technologies like marker-based tracking, model-based tracking, SLAM, sensor fusion and the like, as known to those skilled in the art, can be used as examples.
In both examples and others the audio modification can be made by first determining the characteristics and properties of sound. The determination of the new properties the sound from the audio-capable connected device should be played with is based on the scenario of the MR experience, on the artistic intent and on some rules defined both by the audio designer and by some approximations of physical laws. Thus, we do not provide here general equations or rules that can be employed in any situations. The previous examples can be sued to provide a further illustrations. In the first example, where option c was found to be optimal (1-c), the AR/VR/MR device requests the connected device to set the audio to mute as the virtual band starts playing. In the second example, using option c (2-c), one very first approximate solution to simulate the presence of the brick wall and so, the reduction of the sound perceived from the TV set would be to define a multiplying factor α in [x,1] to be applied to the initial volume, with 0<=x<1 to be defined depending on the distance between the wall and the TV set. 0 if the wall touches the TV set, 1 if the distance is larger than the distance between the user and the wall. α would depend on the occlusion ratio of the TV set by the virtual wall (for the current position of the user). It would be 1 when the wall does not occlude at all the TV set and it would be x when the TV set is fully occluded.
Other non illustrated examples can also be used to further understand some of the concepts.
In a third example, (i.e. Example 3), a scenario is presented where the AR/VR/MR experience is to depict an illustration where the full room is flooded by water. As the level of virtual water reaches the speakers of the real connected device, the VR/AR/MR device requests the connected device to apply a low pass filter and a reverb filter to simulate sound heard underwater.
In a different example (i.e. Example 4), the scenario of the AR/VR/MR experience is to provide a reality where every furniture in the room is removed (“Diminished Reality”) except the real connected device, the MR device requests the connected device to apply a reverb filter to simulate echo. Parameters of the filter can be tuned depending on the volume cleared by removed objects. The larger released volume the stronger echo effect. Then the effect is later reduced when refurbishing the room with a virtual sofa.
In yet another example (Example 5), if the scenario of the MR experience plans that a virtual zombie destroys your TV set, the MR device requests the TV set to set the audio to mute, or to add noise once the TV is destroyed. In another example (Example 6), a social MR experience involving tele-presence is presented. In this case, the remote user's position, movements, but also voice must be sensed, transmitted and duplicated in the current location to bring about the effect that he is physically present. Any sound being emitted by the virtual human or the avatar (whether VoIP or any audio triggered locally by an avatar—like footsteps) is modified by the real and virtual 3D objects or changes to the scene (adding reverb etc.) Here the audio-capable connected device is the MR device itself and the streamed audio is attached to the virtual human or the avatar, modified as needed and rendered by the 3D audio engine.
Similarly, in another embodiment as provided in
One side advantage provided is also the ability for the secondary users that are in close proximity to the current “primary” user to also experience the audio alteration triggered by the MR change, as well (especially for people being close to any of the audio source(s) currently affected by the AR experience of that primary user). This allows for a more social and less isolated experience. The ability to provide a shared reality on the same single common MR device (a tablet or a smartphone, the headset is excluded here), is desirable. However, both shared or individual experiences can be achieved depending on user preferences. For example, in a scenario where other users do not yet take part into the MR experience, a specific display (e.g. text, video) on the User Interface of the connected device (TV screen, hifi system menu, etc.) can be used to encourage other users either to set up their own MR equipment to join the experience initiated by the current user in case of a private equipment such as a MR headset, or to watch the screen of the smartphone or the tablet of the current/primary user.
In another scenario where other users are taking part into the experience, alternate set ups can be achieved where these users are using their own AR/VR/MR device, so that their own 3D pose in the scene and their own personalized state of the experience and the AR/VR/MR scene is only partially shared (e.g. the same brick breaking game for all players but each of them does not break the wall at the same speed). In such a multi user experience involving alteration effects that are user-dependent, the variant 2 should be used: the audio of the real source is streamed to the different MR devices which modify it each in their own way.
While some embodiments has been described, it will be understood that those skilled in the art, both now and in the future, may make various improvements and enhancements which fall within the scope of the claims which follow. These claims should be construed to maintain the proper protection for the disclosure first described.
Number | Date | Country | Kind |
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18306203.3 | Sep 2018 | EP | regional |
Filing Document | Filing Date | Country | Kind |
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PCT/EP2019/074534 | 9/13/2019 | WO | 00 |