gaudio at aes conference 2016_published ver

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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

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Page 1: GAUDIO at AES conference 2016_published ver

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

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This workshop covers

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• 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

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GAUDIO LAB is

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• 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

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What is VR Audio ?

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Technology or content that enables “being there” experience in respect of

auditory perception

Immersive & Interactive

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What is immersive ?

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videolink: https://youtu.be/X1tsJtcXllg

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What is interactive ?

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• 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

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Loudspeaker or Headphone ?

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• 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)

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Headphone. then, “binaural”

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= Having or relating to two ears

widely used to mean “headphone virtualization”

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Binaural Rendering

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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

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Binaural Rendering

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Engine

=

Binaural rendering

VR audio Automobile

Core technology to enable VR audio Compared to the engine in automobile

Core: Core:

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VR Audio Format

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• Channel

• Ambisonics

• Object

Concern all the ecosystem from content creation, delivery and consumption

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An exemplary VR sound scene

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Guitar

BellBird

Fountain

You

BGM

Reflections

Diffusion

Direct

Diegetic Sound

Non-diegetic Sound

Scene

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Channel-based

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• A traditional scene representation

• Pre-rendered in studio to target channel configuration

• Each channel directly maps to each loudspeaker

• More channel, more immersive

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Channel to Binaural Rendering

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Set loudspeaker layout as the source positions and binaural rendering

45 degree315 degree

135 degree225 degree

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Ambisonics (Scene-based)

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• 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)

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Ambisonics

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Non-diegetic stereo (BGM) CANNOT be implemented

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Ambisonics to Binaural Rendering

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Ambisonics to Channel Channel to BinauralRotation (3DOF)

Two-step rendering required after rotating sphere to the head orientation

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Object-based

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Object 1

Object 2

Object 3Object 4

Object 5 (Stereo)

Send every sound component constructing sound-scene to playback-side

Metadata

To Playback

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Object to Binaural Rendering

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Object to Binaural

Straightforward and easy. Directly from object position to the ears

Complexity linearly increases as the number of objects increases

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Comparative benefit of object-based

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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

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VR Audio Format Transformation

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Channel

Object

AmbisonicsO

O

OO

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Mixed format representation

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Channel

Ambisonics

Object

Possible and recommended to represent sound scene with the combinations of the 3 formats

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End-to-end workflow in VR audio

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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

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Codec-based vs. App-based

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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

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Solution for VR Audio

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GAUDIO Core - the binaural rendering engine

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• 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

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GAUDIO Works

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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

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GAUDIO Works

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• 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

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GAUDIO Works hands-on

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videolink: https://youtu.be/gB0ZlAzAf94

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GAUDIO Works: Release

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• Beta release today (Oct. 1, 2016)• Download at our website

http://www.gaudiolab.com/• It’s free! (forever)

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GAUDIO Sol Player / Sol API

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Enjoy VR

Sound acquisition Post-production Transmission Play/Rendering

VR/360 audio player / player api

Cinematic VR content

(360 video + VR audio)

L

R

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GAUDIO Sol Player / Sol API

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• 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 >

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GAUDIO Sol API

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OS

Device

Android Mac Windows iOS (coming soon)

Cardboard Gear VR Oculus Rift HTC Vive

Now available in

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GAUDIO Sol Player Hands-on (Android version)

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videolink: https://youtu.be/JDr8uKv3hN0

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Sol Reference Player: Release

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• 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

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GAO

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• 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

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GAUDIO Works, GAO and Sol

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Other platforms supporting FOA

FOA

Sound acquisition Post-production Transmission Play/Rendering

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GAUDIO Craft

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• 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

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Conclusions

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• 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 !

Page 41: GAUDIO at AES conference 2016_published ver

Sound for VRwww.gaudiolab.com | [email protected] | 501 475 1974

7083 Hollywood Boulevard, Los Angeles, CA

You’re brilliant, We’re hiring !(for LA office)

THANK YOU