JP4997291B2 - オーディオシーン作成用装置および方法 - Google Patents
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Description
本明細書の全体にわたって使用される様々な術語について、以下に定義を定める:
オーディオシーン(Audio Scene)−空間的に配置された音を組み合わせて構成されたオーディオ情報で、任意的に音の発生源と受け手との間の距離に従って音が減衰される。この組み合わせられたオーディオ情報は、例えば、仮想環境内の別のアバターに属する声や、別のリアルタイム音源を含む。オーディオシーンは、また環境の音響の特性を表わす音響効果を含んでいてもよい。
(a) ユーザー計算装置「A」が接続を完成する必要があるアバターのセット;
(b) Aがこれらの各接続に対して送信するオーディオ流に適用すべき減衰値α(αはグラフ・リンクの長さに相当する);
(c) 受信オーディオ流が提供される角度θ(θはグラフ・リンクの角度に相当する)。
(ステップ2) グラフの全ノード間の網状結線を作成する。ここで壁が存在する場合には、壁の反対側にいるアバターとの間のどんなリンクも除去する。
(ステップ3) クラスカルのアルゴリズム(Kruskal's algorithm)のような、適切なアルゴリズムを使用して、ノードをすべて接続するための最小全域木(MST)を計算する。
(ステップ4) 最小全域木に含まれない、グラフ中のリンクをすべて除去する。
(a) 辺長さの最小値(min_edge_length)を無限大に設定する。
(b) 互いに聞くことができる組のノードi、jの各々に対して、(i)と(ii)の処理をする。
(i) 次式のような2つのノードの間の最小のループ距離を計算する。
min_loopij = SPij + VDij.
ここで、SPijは、iとjとの間の木の最短パス経路である。VDijは、iとjの間の直接のリンクが存在する場合の、iとjの間の直接のリンクの長さである。
(ii) ループ最小値(min_loopij)がループしきい値(loop threshold)よりも大きい場合で、ノードi、jの距離Dijが辺長さの最小値(min_edge_length)よりも小さい場合:ここで、ループしきい値(loop threshold)は聴取距離の2倍(2 x hearing_range)である。
(1) 辺長さの最小値(min_edge_length)に、iとjの間の直接のリンクの長さ(VDij)をセットする(min_edge_length=VDij)
(2) 辺最小値(min_edge)に、ノードi、jの組をセットする(min_edge={i, j})
(c) グラフへ辺最小値(min_edge)によって引用された辺を加える。これは受理可能なループを導入する最も小さな辺である。
H = [(3,1) , (3,5) , (3,7) , (3,4) , (3,2) , (2,4) , (1,5) , (1,6) , (1,7) , (5, 6), (7,6), (7,5) ]
また、表3に示されるように、各グラフ・リンクの距離も計算される:
SP(3,1)=D(3,1)=47
SP(3,5)=D(3,1)+D(1,5)=47+46=93
SP(3,7)=D(3,1)+D(1,5)+D(5,6)+D(6,7)=47+46+75+68=236
SP(3,4)=D(3,4)=72
SP(3,2)=D(3,4)+D(4,2)=72+45=117
SP(2,4)=D(2,4)=45
SP(1,5)=D(1,5)=46
SP(1,6)=D(1,5)+D(5,6)=46+75=121
SP(1,7)=D(1,5)+D(5,6)+D(6,7)=46+75+68=189
SP(5,6)=D(5,6)=75
SP(7,6)=D(7,6)=68
SP(7,5)=D(7,6)+D(6,5)=68+75=143
min_loopij = SPij + VDij
min_loop (3,1) =47+47=94
min_loop (3,5) =93+86=179
min_loop (3,7) =236+105=341
min_loop (3,4) =72+72=144
min_loop (3,2) =117+105=222
min_loop (2,4) =45+45=90
min_loop (1,5) =46+46=92
min_loop (1,6) =46+115=181
min_loop (1,7) =189+105=194
min_loop (5,6) =75+75=150
min_loop (7,6) =68+68=136
min_loop (7,5) =143+90=233
Claims (16)
- 計算装置によって実行される、複数のアバターを含む仮想環境における前記計算装置に対応するアバターについてのオーディオシーンを作成する方法であって:
前記複数のアバター間のリンク構造についての情報をサーバーから受信する工程であって、前記情報は前記計算装置が通信する必要がある別のリンクされたアバターの集合を含む、工程と;
前記別のリンクされたアバターに対応する別の計算装置からオーディオストリームを受信する工程と;
前記別のリンクされたアバターとの関連および受信されたオーディオストリームに基づいて当該アバターについてのオーディオシーンをレンダリングする工程と;
を含む方法。 - 前記リンク構造についての前記情報は、着信するリンク上のオーディオストリームに適用するべきレンダリング角度および減衰係数(attenuation factor)の少なくとも1つを定義することを特徴とする請求項1に記載のオーディオシーン作成方法。
- サーバーによって実行される、前記サーバーと通信する複数のアバターに対応する複数の計算装置において仮想環境における前記複数のアバターについてのオーディオシーンを作成するための方法であって:
前記複数のアバター間のリンク構造を生成する工程と;
前記リンク構造についての情報を前記計算装置の一つに送る工程とを含み、前記情報は前記計算装置の前記一つが通信する必要がある別のリンクされたアバターの集合を含む、
方法。 - 請求項3記載の方法であって、さらに:
前記リンク構造における2体のアバター間のリンクについて、前記リンク構造における前記2体のアバター間の距離に基づいてコスト・メトリックを計算する工程と;
前記コスト・メトリックに基づいて前記リンクについての減衰係数を決定する工程とを含む、
方法。 - 請求項3または4記載の方法であって、リンク構造を生成する前記工程が、前記計算装置の利用可能な帯域幅および信頼性の少なくとも一方を考慮に入れる、方法。
- 前記リンク構造は前記複数のアバターを接続する木構造であることを特徴とする請求項1乃至請求項5の何れか1項に記載の方法。
- 前記木構造は最小スパニング木であることを特徴とする請求項6に記載の方法。
- さらに、ループの最小の長さが作成されるオーディオシーン中でのエコーを回避する所定値未満であるように、前記最小スパニング木にループを導入する工程を有することを特徴とする、請求項6が請求項3ないし5のうちいずれか一項を引用する場合の請求項7に記載の方法。
- 前記所定値はアバターの聴取距離の2倍であることを特徴とする請求項8に記載の方法。
- さらに、前記レンダリングされるオーディオシーンを前記計算装置のアバターによって生成されたオーディオストリームと混ぜる工程を有することを特徴とする請求項1または2に記載の方法。
- さらに、別のリンクされたアバターに前記混ぜたオーディオシーンを送る工程を有することを特徴とする請求項10に記載のオーディオシーン作成方法。
- 請求項1乃至請求項11の何れか1項に記載の方法を実現するようにコンピュータを制御するための少なくとも1つの命令を含むコンピュータ・プログラム。
- 請求項12に記載のコンピュータ・プログラムを提供するコンピュータ読取可能媒体。
- 請求項1、2、10および11の何れか1項に記載の方法の工程を実践するように構成されたユーザー計算装置。
- 仮想環境についてのオーディオシーンを生成するように構成された、複数の計算装置を含むシステムであって、各計算装置は前記仮想環境で少なくとも1体のアバターを制御することができ、各計算装置は:
サーバーから受信されるリンク構造についての情報によって指定される少なくとも一つの別の計算装置と通信し;
少なくとも1体のアバターについて出力オーディオシーンをレンダリングし;
少なくとも1台の他の計算装置に前記出力オーディオシーンを通信するように構成されたことを特徴とする、
オーディオシーン作成システム。 - さらに、各計算装置は少なくとも1台の他の計算装置から入力オーディオシーンを受け取り、かつ前記出力オーディオシーンと共に前記入力オーディオシーンをレンダリングするように構成されたことを特徴とする請求項15に記載のオーディオシーン作成システム。
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AU2006906213 | 2006-11-08 | ||
AU2006906213A AU2006906213A0 (en) | 2006-11-08 | Apparatuses and methods for use in creating an audio scene | |
PCT/AU2007/001712 WO2008055305A1 (en) | 2006-11-08 | 2007-11-08 | Apparatuses and methods for use in creating an audio scene |
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JP2012196465A (ja) * | 2006-11-08 | 2012-10-18 | Dolby Lab Licensing Corp | オーディオシーン作成用装置および方法 |
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GB0703974D0 (en) * | 2007-03-01 | 2007-04-11 | Sony Comp Entertainment Europe | Entertainment device |
CN102017402B (zh) | 2007-12-21 | 2015-01-07 | Dts有限责任公司 | 用于调节音频信号的感知响度的系统 |
US20090235191A1 (en) * | 2008-03-11 | 2009-09-17 | Garbow Zachary A | Method for Accessing a Secondary Virtual Environment from Within a Primary Virtual Environment |
US20090234948A1 (en) * | 2008-03-11 | 2009-09-17 | Garbow Zachary A | Using Multiple Servers to Divide a Virtual World |
US8875026B2 (en) | 2008-05-01 | 2014-10-28 | International Business Machines Corporation | Directed communication in a virtual environment |
US8315409B2 (en) * | 2008-09-16 | 2012-11-20 | International Business Machines Corporation | Modifications of audio communications in an online environment |
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JP2010509810A (ja) | 2010-03-25 |
JP2012196465A (ja) | 2012-10-18 |
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US20100049346A1 (en) | 2010-02-25 |
CN101573991A (zh) | 2009-11-04 |
HK1135269A1 (en) | 2010-05-28 |
KR101225475B1 (ko) | 2013-01-23 |
CN102325299A (zh) | 2012-01-18 |
KR20090086585A (ko) | 2009-08-13 |
BRPI0718711B1 (pt) | 2019-09-24 |
CN102325299B (zh) | 2014-03-12 |
RU2495538C2 (ru) | 2013-10-10 |
EP2095679A4 (en) | 2011-10-19 |
CA2667110C (en) | 2014-01-14 |
JP5563014B2 (ja) | 2014-07-30 |
RU2012100228A (ru) | 2013-07-20 |
CN101573991B (zh) | 2011-08-03 |
RU2009121548A (ru) | 2010-12-20 |
KR101201695B1 (ko) | 2012-11-15 |
WO2008055305A1 (en) | 2008-05-15 |
EP2095679A1 (en) | 2009-09-02 |
US8403751B2 (en) | 2013-03-26 |
AU2007317195A1 (en) | 2008-05-15 |
BRPI0718711A2 (pt) | 2014-01-14 |
KR20120080647A (ko) | 2012-07-17 |
RU2449496C2 (ru) | 2012-04-27 |
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