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End-to-End VR Audio Solution for 

Fully Immersive/Interactive Experience
Henney Oh, Ph. D.
2016 AES Int’l Conference on AVAR. Sep 30 - Oct 1, 2016. @ Los Angeles Convention Center
|
This workshop covers
2
• Backgrounds
• Immersive and interactive
• Binaural rendering
• Formats: object-based audio vs. scene-based audio
• End-to-end workflow for VR audio: codec-based and app-based
• Solutions
• Mixing and mastering with GAUDIO Works
• Sol Player, a reference quality VR/360 audio player (API)
• GAO, a VR audio format for Ambisonics + object + channel
• GAUDIO Craft, a VR/3D audio plug-in for gaming VR
• Hands-on and practices
|
GAUDIO LAB is
3
• Founded by guys from MPEG Audio standardization community
• Proudly, inventors of the binaural rendering technology for MPEG-H
3D Audio (ISO/IEC 23003-8)
• Strong audio engineering forces of 5 Ph.D. and 2 Masters
• Now, focus on providing end-to-end solution for whole VR audio
ecosystem
|
What is VR Audio ?
5
Technology or content that enables
“being there” experience in respect of 

auditory perception
Immersive & Interactive
|
What is immersive ?
6
videolink: https://youtu.be/X1tsJtcXllg
|
What is interactive ?
7
• 3DOF (Yaw-Pitch-Roll)
‣ Head orientation only
‣ 360 Video
‣ Ambisonics
• 6DOF (3DOF + X-Y-Z)
‣ Head orientation + Walk around
‣ Full VR
‣ Object-based audio
DOF (Degree Of Freedom)
Yaw
Roll
Pitch
Yaw
Roll
Pitch
Y
Z X
Listener’s freedom of movements for interactivity in VR space
|
Loudspeaker or Headphone ?
8
• Hard to remove local room presence
(you are “here”)
• Virtual space limited by room size
• 1 scene / room
• No local room artifact 

(block the “here” environment)
• Unlimited virtual space
• 1 scene / person
Vs.
Loudspeaker Headphone (earphone)
|
Headphone. then, “binaural”
9
= Having or relating to two ears
widely used to mean “headphone virtualization”
|
Binaural Rendering
10
HRTF (HRIR)
Listen at anechoic room
BRIR = HRTF + RIR
Listen at real room
Signal processing technology to make sound virtualise in 3D space with
headphone representation using HRTF or BRIR
|
Binaural Rendering
11
Engine
=
Binaural rendering
VR audio Automobile
Core technology to enable VR audio
Compared to the engine in automobile
Core: Core:
|
VR Audio Format
12
• Channel
• Ambisonics
• Object
Concern all the ecosystem from content creation, delivery and consumption
|
An exemplary VR sound scene
13
Guitar
Bell
Bird
Fountain
You
BGM
Reflections
Diffusion
Direct
Diegetic Sound
Non-diegetic Sound
Scene
|
Channel-based
14
• A traditional scene representation
• Pre-rendered in studio to target channel configuration
• Each channel directly maps to each loudspeaker
• More channel, more immersive
|
Channel to Binaural Rendering
15
Set loudspeaker layout as the source positions and binaural rendering
45 degree315 degree
135 degree225 degree
|
Ambisonics (Scene-based)
16
• Loudspeaker-independent sound-field
representation on spherical harmonics
• Captured by B-format microphone
• Easy for 3DOF, 

NOT suitable for 6DOF
Spherical Harmonics
B-format FOA microphone
FOA (First Order Ambisonics)
HOA (Higher Order Ambisonics, 3rd)
|
Ambisonics
17
Non-diegetic stereo (BGM) CANNOT be implemented
|
Ambisonics to Binaural Rendering
18
Ambisonics to Channel Channel to BinauralRotation (3DOF)
Two-step rendering required after rotating sphere to the head orientation
|
Object-based
Object 1
Object 2
Object 3
Object 4
Object 5 (Stereo)
Send every sound component constructing sound-scene to playback-side
Metadata
To Playback
|
Object to Binaural Rendering
20
Object to Binaural
Straightforward and easy. Directly from object position to the ears
Complexity linearly increases as the number of objects increases
|
Comparative benefit of object-based
21
Directly Binaural Rendering
to Headphone
Rotation
(3DOF)
Sound
Sources
(Tracks)
…
Binaural
Rendering
Binaural
Rendering
Channel
Mapping
Channel mapped scene
PlayerProduction
ChannelRendering
to 

Channel
AmbisonicsSound
Sources
(Tracks)
Sound
Sources
(Tracks)
Object
……
…
Rendering
to
Ambisonics
|
VR Audio Format Transformation
22
Channel
Object
Ambisonics
O
O
O
O
|
Mixed format representation
23
Channel
Ambisonics
Object
Possible and recommended to represent sound scene with the
combinations of the 3 formats
|
End-to-end workflow in VR audio
24
Sound acquisition Post-production Transmission Play/Rendering
Cinematic
VR
Gaming
VR
Codec-based distribution
App-based distribution
Player
+
Content + EngineAuthoring tool
(Game Engine)
Sound Source
Player + EngineContent
(format)
Authoring tool
(DAW)
Compatibility
Sound source
|
Codec-based vs. App-based
25
Codec-based App-based
Typically in Cinematic VR Gaming VR
What have to deliver Content only Content + Playback engine
Live streaming capability Yes No
Upgradability Difficult Easy
Content distribution
platform
VR Players App market per OS
Solution for VR Audio
|
GAUDIO Core - the binaural rendering engine
27
• High quality - low complexity
• Pinpoint spatial resolution
• All 3 formats (Object, Ambisonics, Channel)
• Advanced distance rendering
• Source directivity, occulusion, reverberations
• Diegetic & non-diegetic selection per each source
• HRTF personalisation ready
Key Features
|
GAUDIO Works
28
Cinematic VR
content
(360 video + VR audio)
Channel
Object
Ambisonics
VR/360 content creation tool for cinematic VR
Sound acquisition Post-production Transmission Play/Rendering
360 Video
|
GAUDIO Works
29
• Sound powered by GAUDIO Core
• Support all formats for In-Out
• Object, Ambisonics, Channel
• Intuitive user interfaces
• Realtime automation R/W on 360 Video
• 2 independent 3D map-view
• Automated listener’s head orientation
• Easy to export
• Direct export to 360 video (mp4, mov)
• AV lipsyncPro Tools HD
AAX Plug-in
Key Features
|
GAUDIO Works hands-on
30
videolink: https://youtu.be/gB0ZlAzAf94
|
GAUDIO Works: Release
31
• Beta release today (Oct. 1, 2016)
• Download at our website

http://www.gaudiolab.com/
• It’s free! (forever)
|
GAUDIO Sol Player / Sol API
32
Enjoy VR
Sound acquisition Post-production Transmission Play/Rendering
VR/360 audio player / player api
Cinematic VR
content
(360 video + VR audio)
L
R
|
GAUDIO Sol Player / Sol API
33
• Sound powered by GAUDIO Core
• Support any combination of object, Ambisonics, and/or channel
• Low complexity and low latency
• Support multiple platforms
C D E F G
do re mi fa Sol
Why ‘Sol’ ?
Sol Player = G-Player
Key Features
< Reference Sol Player >
|
GAUDIO Sol API
34
OS
Device
Android Mac Windows iOS (coming soon)
Cardboard Gear VR Oculus Rift HTC Vive
Now available in
|
GAUDIO Sol Player Hands-on (Android version)
35
videolink: https://youtu.be/JDr8uKv3hN0
|
Sol Reference Player: Release
36
• It’s also free! (forever)
• Available at
• Android (Google Play) -
already
• Gear VR (Oculus store) -
under certification
• Oculus Rift (in a month)
• HTC Vive (in a month)< Reference Sol Player >
• Stand-alone 360 video with Sol
• Monitoring purpose
• Demo for customer or end-user
|
GAO
37
• Dedicated and optimised format for VR audio content delivery
• Gaudio Ambisonics + Objects
• Interface between Works and Sol
• Deliver all VR audio formats including object, Ambisonics, and channel
• Independent from any compression codecs
Ambisonics Objects
FOA, HOA up to 64 objects
Sound acquisition Post-production Transmission Play/Rendering
|
GAUDIO Works, GAO and Sol
38
Other platforms 

supporting FOA
FOA
Sound acquisition Post-production Transmission Play/Rendering
|
GAUDIO Craft
39
• Sound powered by GAUDIO Core
• Sound can be simulated and monitored with GAUDIO Works
• Easy to migrate from existing projects
• Intuitive interface for developer easily localise the sounds
• Support major platforms:
Sound acquisition Post-production Transmission Play/Rendering
VR/3D game engine plug-in
Unity3D Unreal
Key Features
|
Conclusions
40
• Covered technical backgrounds and solutions in end-to-end VR
audio ecosystem
• Introduced GAUDIO’s proposed solutions for the ecosystem: Works,
Sol, GAO, and Craft
• Please let us know your problems, then, we keep supplying
technologies aiming at ultimate VR audio experience
• Hands-on demo on the booth !
Sound for VR
www.gaudiolab.com | info@gaudiolab.com | 501 475 1974
7083 Hollywood Boulevard, Los Angeles, CA
You’re brilliant, We’re hiring !
(for LA office)
THANK YOU

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GAUDIO at AES conference 2016_published ver

  • 1. End-to-End VR Audio Solution for 
 Fully Immersive/Interactive Experience Henney Oh, Ph. D. 2016 AES Int’l Conference on AVAR. Sep 30 - Oct 1, 2016. @ Los Angeles Convention Center
  • 2. | This workshop covers 2 • Backgrounds • Immersive and interactive • Binaural rendering • Formats: object-based audio vs. scene-based audio • End-to-end workflow for VR audio: codec-based and app-based • Solutions • Mixing and mastering with GAUDIO Works • Sol Player, a reference quality VR/360 audio player (API) • GAO, a VR audio format for Ambisonics + object + channel • GAUDIO Craft, a VR/3D audio plug-in for gaming VR • Hands-on and practices
  • 3. | GAUDIO LAB is 3 • Founded by guys from MPEG Audio standardization community • Proudly, inventors of the binaural rendering technology for MPEG-H 3D Audio (ISO/IEC 23003-8) • Strong audio engineering forces of 5 Ph.D. and 2 Masters • Now, focus on providing end-to-end solution for whole VR audio ecosystem
  • 4.
  • 5. | What is VR Audio ? 5 Technology or content that enables “being there” experience in respect of 
 auditory perception Immersive & Interactive
  • 6. | What is immersive ? 6 videolink: https://youtu.be/X1tsJtcXllg
  • 7. | What is interactive ? 7 • 3DOF (Yaw-Pitch-Roll) ‣ Head orientation only ‣ 360 Video ‣ Ambisonics • 6DOF (3DOF + X-Y-Z) ‣ Head orientation + Walk around ‣ Full VR ‣ Object-based audio DOF (Degree Of Freedom) Yaw Roll Pitch Yaw Roll Pitch Y Z X Listener’s freedom of movements for interactivity in VR space
  • 8. | Loudspeaker or Headphone ? 8 • Hard to remove local room presence (you are “here”) • Virtual space limited by room size • 1 scene / room • No local room artifact 
 (block the “here” environment) • Unlimited virtual space • 1 scene / person Vs. Loudspeaker Headphone (earphone)
  • 9. | Headphone. then, “binaural” 9 = Having or relating to two ears widely used to mean “headphone virtualization”
  • 10. | Binaural Rendering 10 HRTF (HRIR) Listen at anechoic room BRIR = HRTF + RIR Listen at real room Signal processing technology to make sound virtualise in 3D space with headphone representation using HRTF or BRIR
  • 11. | Binaural Rendering 11 Engine = Binaural rendering VR audio Automobile Core technology to enable VR audio Compared to the engine in automobile Core: Core:
  • 12. | VR Audio Format 12 • Channel • Ambisonics • Object Concern all the ecosystem from content creation, delivery and consumption
  • 13. | An exemplary VR sound scene 13 Guitar Bell Bird Fountain You BGM Reflections Diffusion Direct Diegetic Sound Non-diegetic Sound Scene
  • 14. | Channel-based 14 • A traditional scene representation • Pre-rendered in studio to target channel configuration • Each channel directly maps to each loudspeaker • More channel, more immersive
  • 15. | Channel to Binaural Rendering 15 Set loudspeaker layout as the source positions and binaural rendering 45 degree315 degree 135 degree225 degree
  • 16. | Ambisonics (Scene-based) 16 • Loudspeaker-independent sound-field representation on spherical harmonics • Captured by B-format microphone • Easy for 3DOF, 
 NOT suitable for 6DOF Spherical Harmonics B-format FOA microphone FOA (First Order Ambisonics) HOA (Higher Order Ambisonics, 3rd)
  • 18. | Ambisonics to Binaural Rendering 18 Ambisonics to Channel Channel to BinauralRotation (3DOF) Two-step rendering required after rotating sphere to the head orientation
  • 19. | Object-based Object 1 Object 2 Object 3 Object 4 Object 5 (Stereo) Send every sound component constructing sound-scene to playback-side Metadata To Playback
  • 20. | Object to Binaural Rendering 20 Object to Binaural Straightforward and easy. Directly from object position to the ears Complexity linearly increases as the number of objects increases
  • 21. | Comparative benefit of object-based 21 Directly Binaural Rendering to Headphone Rotation (3DOF) Sound Sources (Tracks) … Binaural Rendering Binaural Rendering Channel Mapping Channel mapped scene PlayerProduction ChannelRendering to 
 Channel AmbisonicsSound Sources (Tracks) Sound Sources (Tracks) Object …… … Rendering to Ambisonics
  • 22. | VR Audio Format Transformation 22 Channel Object Ambisonics O O O O
  • 23. | Mixed format representation 23 Channel Ambisonics Object Possible and recommended to represent sound scene with the combinations of the 3 formats
  • 24. | End-to-end workflow in VR audio 24 Sound acquisition Post-production Transmission Play/Rendering Cinematic VR Gaming VR Codec-based distribution App-based distribution Player + Content + EngineAuthoring tool (Game Engine) Sound Source Player + EngineContent (format) Authoring tool (DAW) Compatibility Sound source
  • 25. | Codec-based vs. App-based 25 Codec-based App-based Typically in Cinematic VR Gaming VR What have to deliver Content only Content + Playback engine Live streaming capability Yes No Upgradability Difficult Easy Content distribution platform VR Players App market per OS
  • 27. | GAUDIO Core - the binaural rendering engine 27 • High quality - low complexity • Pinpoint spatial resolution • All 3 formats (Object, Ambisonics, Channel) • Advanced distance rendering • Source directivity, occulusion, reverberations • Diegetic & non-diegetic selection per each source • HRTF personalisation ready Key Features
  • 28. | GAUDIO Works 28 Cinematic VR content (360 video + VR audio) Channel Object Ambisonics VR/360 content creation tool for cinematic VR Sound acquisition Post-production Transmission Play/Rendering 360 Video
  • 29. | GAUDIO Works 29 • Sound powered by GAUDIO Core • Support all formats for In-Out • Object, Ambisonics, Channel • Intuitive user interfaces • Realtime automation R/W on 360 Video • 2 independent 3D map-view • Automated listener’s head orientation • Easy to export • Direct export to 360 video (mp4, mov) • AV lipsyncPro Tools HD AAX Plug-in Key Features
  • 30. | GAUDIO Works hands-on 30 videolink: https://youtu.be/gB0ZlAzAf94
  • 31. | GAUDIO Works: Release 31 • Beta release today (Oct. 1, 2016) • Download at our website
 http://www.gaudiolab.com/ • It’s free! (forever)
  • 32. | GAUDIO Sol Player / Sol API 32 Enjoy VR Sound acquisition Post-production Transmission Play/Rendering VR/360 audio player / player api Cinematic VR content (360 video + VR audio) L R
  • 33. | GAUDIO Sol Player / Sol API 33 • Sound powered by GAUDIO Core • Support any combination of object, Ambisonics, and/or channel • Low complexity and low latency • Support multiple platforms C D E F G do re mi fa Sol Why ‘Sol’ ? Sol Player = G-Player Key Features < Reference Sol Player >
  • 34. | GAUDIO Sol API 34 OS Device Android Mac Windows iOS (coming soon) Cardboard Gear VR Oculus Rift HTC Vive Now available in
  • 35. | GAUDIO Sol Player Hands-on (Android version) 35 videolink: https://youtu.be/JDr8uKv3hN0
  • 36. | Sol Reference Player: Release 36 • It’s also free! (forever) • Available at • Android (Google Play) - already • Gear VR (Oculus store) - under certification • Oculus Rift (in a month) • HTC Vive (in a month)< Reference Sol Player > • Stand-alone 360 video with Sol • Monitoring purpose • Demo for customer or end-user
  • 37. | GAO 37 • Dedicated and optimised format for VR audio content delivery • Gaudio Ambisonics + Objects • Interface between Works and Sol • Deliver all VR audio formats including object, Ambisonics, and channel • Independent from any compression codecs Ambisonics Objects FOA, HOA up to 64 objects Sound acquisition Post-production Transmission Play/Rendering
  • 38. | GAUDIO Works, GAO and Sol 38 Other platforms 
 supporting FOA FOA Sound acquisition Post-production Transmission Play/Rendering
  • 39. | GAUDIO Craft 39 • Sound powered by GAUDIO Core • Sound can be simulated and monitored with GAUDIO Works • Easy to migrate from existing projects • Intuitive interface for developer easily localise the sounds • Support major platforms: Sound acquisition Post-production Transmission Play/Rendering VR/3D game engine plug-in Unity3D Unreal Key Features
  • 40. | Conclusions 40 • Covered technical backgrounds and solutions in end-to-end VR audio ecosystem • Introduced GAUDIO’s proposed solutions for the ecosystem: Works, Sol, GAO, and Craft • Please let us know your problems, then, we keep supplying technologies aiming at ultimate VR audio experience • Hands-on demo on the booth !
  • 41. Sound for VR www.gaudiolab.com | info@gaudiolab.com | 501 475 1974 7083 Hollywood Boulevard, Los Angeles, CA You’re brilliant, We’re hiring ! (for LA office) THANK YOU