Language selection

Search

Patent 3044260 Summary

Third-party information liability

Some of the information on this Web page has been provided by external sources. The Government of Canada is not responsible for the accuracy, reliability or currency of the information supplied by external sources. Users wishing to rely upon this information should consult directly with the source of the information. Content provided by external sources is not subject to official languages, privacy and accessibility requirements.

Claims and Abstract availability

Any discrepancies in the text and image of the Claims and Abstract are due to differing posting times. Text of the Claims and Abstract are posted:

  • At the time the application is open to public inspection;
  • At the time of issue of the patent (grant).
(12) Patent Application: (11) CA 3044260
(54) English Title: AUGMENTED REALITY PLATFORM FOR NAVIGABLE, IMMERSIVE AUDIO EXPERIENCE
(54) French Title: PLATE-FORME DE REALITE AUGMENTEE POUR UNE EXPERIENCE AUDIO A NAVIGATION FACILE ET IMMERSIVE
Status: Examination Requested
Bibliographic Data
(51) International Patent Classification (IPC):
  • H04S 7/00 (2006.01)
  • H04W 4/30 (2018.01)
  • H04R 3/00 (2006.01)
  • H04S 1/00 (2006.01)
(72) Inventors :
  • SETTEL, ZACK (Canada)
(73) Owners :
  • SETTEL, ZACK (Canada)
(71) Applicants :
  • SETTEL, ZACK (Canada)
(74) Agent: CHUMAK, YURI
(74) Associate agent:
(45) Issued:
(22) Filed Date: 2019-05-24
(41) Open to Public Inspection: 2020-11-24
Examination requested: 2024-04-29
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): No

(30) Application Priority Data: None

Abstracts

English Abstract


According to embodiments described in the specification, an exemplary method
for providing a navigable, immersive audio experience includes displaying a
plurality of
augmented reality objects with a live image from a camera on a display,
associating
audio files with the objects, tracking movement with six degrees of freedom
(6DoF)
parameters, updating the display upon tilting or movement through a space, and
mixing
the audio files so that the objects maintain spatial positioning as the
portable electronic
device is moved through a space. When the portable electronic device is within
a
threshold distance to an object, the method involves applying a near-field
filter to the
audio files and rendering the mixed and filtered audio files on an output
device in
communication with the portable electronic device. In one embodiment, the
audio files
are music files and the disclosed techniques provide a multi-user, navigable,
intimate
musical experience in augmented reality.


Claims

Note: Claims are shown in the official language in which they were submitted.


CLAIMS
1. A method of providing a navigable, immersive audio experience for one or
more
listeners at a portable electronic device comprising the steps of:
generating a spatial correspondence between a plurality of real-world objects
sensed by a camera of the portable electronic device and a virtual 3D
coordinate space comprising a first horizontal plane for modelling a plurality
of
augmented reality objects on the first horizontal plane;
displaying the plurality of augmented reality objects together on the first
horizontal plane with a live image from the camera on a display of the
portable
electronic device;
associating a plurality of audio files with the plurality of augmented reality

objects;
tracking the portable electronic device's movement with six degrees of
freedom (6DoF) parameters comprising three rotation axes (roll, pitch, and
yaw) parameters and three translation axes (movement in x, y, and z)
parameters;
updating the display so that the plurality of augmented reality objects appear

to stay in a fixed position relative to the real world objects as the display
is
tilted to display areas above or below the objects on the first horizontal
plane,
and as the portable electronic device is moved through a space;
mixing the plurality of audio files so that the plurality of augmented reality

objects maintain special positioning relative to the real-world objects, as
the
portable electronic device is moved through a space;
when a distance calculated from the portable electronic device to one of the
pluralities of augmented reality objects is within a threshold distance,
applying


a near-field filter to the plurality of audio files associated with the said
augmented reality objects; and
rendering the mixed and filtered plurality of audio files on an output device
in
communication with the portable electronic device.
2. The method of claim 1 wherein the plurality of audio files is maintained in
a data
store of a server in communication over a network with the portable electronic
device,
the method further comprising:
transmitting from the portable electronic device to the server, over the
network,
the six degrees of freedom (6DoF) parameters of the portable electronic
device in relation to an audio scene involving the plurality of augmented
reality
objects;
determining a selection of audio files for association with the plurality of
augmented reality objects based on a distance of the portable electronic
device to some of the plurality of augmented reality objects in the audio
scene;
and
transmitting to the portable electronic device the selection of audio files.
3. The method of claim 2 wherein the mixing and the filtering steps are
performed by
the server and the selection of audio files are transmitted to the portable
electronic
device for on-demand streaming rendering on the output device.
4. The method of claim 2 wherein the mixing and the filtering steps are
performed by
the portable electronic device and the selection of audio files are
transmitted for
mixing and filtering on the portable electronic device before rendering on the
output
device.
5. The method of claim 1 wherein the plurality of augmented reality objects
comprises

26

sprites representing an entity comprising one of a symphony orchestra
instrument
and a symphony orchestra section.
6. The method of claim 5 wherein the sprites are animated and provide a visual

indicator of a parameter associated with the augmented reality object.
7. The method of claim 7 wherein the parameter is loudness.
8. The method of claim 1 further comprising the steps of:
receiving input from a plurality of microphones placed in a spaced apart
formation at a real-world environment on a first horizontal plane;
capturing audio associated with the real-world environment using the plurality

of microphones and storing the captured audio in a plurality of stored audio
files; and
capturing pose parameters for the plurality of microphones for modelling as
the plurality of augmented reality objects.
9. The method of claim 8 wherein the real-world environment comprises a
symphony
orchestra stage.
10. The method of claim 8 further comprising receiving input from an
additional
microphone capturing resonance parameters for modelling the room
characteristics
of the real-world environment under capture.
11. The method of claim 8 wherein the plurality of audio files is adjusted to
modify
sound characteristics comprising diffusivity properties, near-field transition
radius,
reverberation to direct signal ratio, and sound source redistribution.
12. The method of claim 1 wherein the portable electronic device is selected
from

27

one of: a tablet computer, a smart phone, a wearable device, a virtual reality
headset,
a pair of virtual reality goggles, an augmented reality device, and an
Internet of
Things device; and wherein the output device comprises a device selected from
one
of a pair of headphones and transaural speakers.
13. The method of claim 12 wherein the rendering comprises a binaural
rendering in
stereo to the output device.
14. A server comprising: a server processor; and a server memory operable to
store
instructions that, when executed by the sever processor, causes the server to:
maintain, in the server memory, a data store comprising a plurality of audio
scenes comprising audio files, graphics, and logic;
perform a session handshake with one of a plurality of portable electronic
devices,
receive a rendering request and device pose parameters from the one of the
plurality of remote portable electronic devices for rendering an augmented
reality audio scene;
activate a subset of the plurality of audio files based on the rendering
request
and the device pose parameters;
provision a result of the rendering request; and
transmit, to the one of the plurality of remote portable electronic devices,
the
result of the rendering request.
15. The server of claim 14 wherein the plurality of portable electronic
devices share
the augmented reality audio scene.

28

Description

Note: Descriptions are shown in the official language in which they were submitted.


TITLE: AUGMENTED REALITY PLATFORM FOR
NAVIGABLE, IMMERSIVE AUDIO EXPERIENCE
FIELD OF TECHNOLOGY
.. [0001] The present specification is directed to augmented reality
platforms, and, more
particularly, to methods, systems, and devices for providing navigable,
immersive
audio experiences.
BACKGROUND
[0002] Virtual reality (VR) and augmented reality (AR) systems enable
interactive
experiences of real-world environments. Real world environments can be
enhanced
by modelling computer-generated information across multiple modes of sensing,
including visual, auditory, and haptic, among others.
[0003] It is a challenging problem to provide an immersive audio experience to
users
of VR and AR systems. According to previous approaches, as exemplified in
.. W02019002909A1, a method of providing an interactive music composition to a
user
involves calculating the user's position and orientation in virtual space and
the position
of every sound object in a virtual space and providing output to a left and a
right user's
ears so that that user perceives three-dimensional sound.
[0004] The popular operating systems Android and iOS include augmented reality
features under the names ARCore and ARKit, respectively. Using these operating

systems, typical AR experiences involve displaying a view from a device's back-
or
front-facing camera, augmented by other visual content, and giving the user a
way to
see and interact with the real world around them.
[0005] ARKit offers a node-based audio application programming interface, or
API, to
associate sounds with a virtual object, or node. Audio volume can be
automatically
mixed based on the user's distance from the node. A similar API is available
in ARCore.
Resonance Audio is a software development kit, or SDK, provided by Google that

includes a spatial audio decoder. Developers can specify the sources of sound
within
a scene but also shift how that audio moves directionally. Spatial audio
techniques are
1
CA 3044260 2019-05-24

audio amplification and speaker technologies that reproduce the spaciousness
of
sound in either a real venue such as a live concert or in a fabricated
environment
through digital signal processing.
[0006] Past approaches with signal processing to simulate three-dimensional
sound
involve transforming sound waves (using head-related transfer function or HRTF

filters) to mimic natural sounds waves from a point in a three-dimensional
space. Even
though sound is produced by two speakers (after applying HRTF filters), the
user
perceives changes of sound that simulate the path of the sound from the source
to the
listener's ear (including reflections from walls and floors).
[0007] Audio zooming, a technique disclosed in US20120230512, refers to
playing
different portions of an audio scene, a multi-dimensional environment in which
different
sounds occur at various times and positions. Spatial sound zooming is
discussed in
US20080298597, where it is described how individual channel levels can be
modified,
and a re-mix can be created. This scenario enables directional listening, or
auditory
"zooming", where the listener can "boost" sounds coming from a chosen
direction, or
alternatively suppress them.
[0008] Drawbacks these approaches include that the audio engines enabled by
some
of the existing systems use panning, from a central location, to create 3D
positional
effects, and typically only change the volume or loudness of an audio file
based on
distance and not a device's or user's pose (position and orientation) and
especially at
close distances. As well, audio files must typically be pre-loaded on a client
device,
which may require dedicated and costly hardware, and latency can be a barrier
to
immersive, multi-user experiences.
[0009] Improvements in methods, systems and devices of providing an augmented
reality platform for multi-user, navigable, immersive audio experiences are
desirable.
[0010] The preceding examples of the related art and limitations related to it
are
intended to be illustrative and not exclusive. Other limitations of the
related art will
2
CA 3044260 2019-05-24

become apparent to those of skill in the art upon a reading of the
specification and a
review of the drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] The described embodiments may be better understood by reference to the
following description and the accompanying drawings. Additionally, advantages
of the
described embodiments may be better understood by reference to the following
description and accompanying drawings.
[0012] FIG. 1 is a block diagram of an electronic device for providing a
navigable,
immersive audio experience in accordance with an example;
[0013] FIG. 2 is a block diagram of a server for providing a navigable,
immersive audio
experience in accordance with an example;
[0014] FIG. 3 is a schematic diagram of a method of capturing audio capture
for
providing a navigable, immersive audio experience in accordance with an
example;
[0015] FIG. 4 is a schematic diagram of a system for providing a navigable,
immersive
audio experience in accordance with an example;
[0016] FIG. 5 is a flowchart illustrating a method of providing a navigable,
immersive
audio experience in accordance with an example;
[0017] FIG. 6 is a view illustrating a client application screenshot in
accordance with
an example;
[0018] FIG. 7 is a conceptual diagram illustrating a navigable, immersive AR
environment in accordance with an example;
[0019] FIG. 8 is a conceptual diagram of a method of audio zooming of a
musical
score in accordance with an example; and
[0020] FIG. 9 is a view illustrating a client application screenshot in
accordance with
3
CA 3044260 2019-05-24

an example.
DETAILED DESCRIPTION
[0021] Representative applications of methods, systems, and devices according
to
the present application are described in this section. These examples are
being
provided solely to add context and aid in the understanding of the described
embodiments. It will thus be apparent to one skilled in the art that the
described
embodiments may be practiced without some or all these specific details. In
other
instances, well-known process steps have not been described in detail to avoid

unnecessarily obscuring the described embodiments. Other applications are
possible,
such that the following examples should not be taken as limiting.
[0022] In the following detailed description, references are made to the
accompanying
drawings, which form a part of the description and in which are shown, by way
of
illustration, specific embodiments in accordance with the described
embodiments.
Although these embodiments are described in sufficient detail to enable one
skilled in
the art to practice the described embodiments, it is understood that these
examples
are not limiting; such that other embodiments may be used, and changes may be
made
without departing from the scope of the described embodiments.
[0023] The following describes an exemplary method, device, and system of
providing
a navigable, immersive audio experience. The method involves generating a
correspondence between a plurality of real world objects sensed by a camera of
a
portable electronic device and a virtual 3D coordinate space comprising a
first
horizontal plane for modelling a plurality of augmented reality objects on the
first
horizontal plane, displaying the plurality of augmented reality objects
together on the
first horizontal plane with a live image from the camera on a display of the
portable
electronic device, associating a plurality of audio files with the plurality
of augmented
reality objects, tracking the portable electronic device's movement with six
degrees of
freedom (6DoF) parameters comprising three rotation axes (roll, pitch, and
yaw)
parameters and three translation axes (movement in x, y, and z) parameters,
updating
4
CA 3044260 2019-05-24

the display so that the plurality of augmented reality objects appear to stay
in a fixed
position relative to the real world objects as the display is tilted to
display areas above
or below the objects on the first horizontal plane, and as the portable
electronic device
is moved through a space, and mixing the plurality of audio files so that the
plurality of
augmented reality objects maintain spatial positioning relative to the real
world objects,
as the portable electronic device is moved through a space. When a distance
calculated from the portable electronic device to one of the plurality of
augmented
reality objects is within a threshold distance, the method involves applying a
near-field
filter to the plurality of audio files associated with the said augmented
reality objects,
and rendering the mixed and filtered plurality of audio files on an output
device in
communication with the portable electronic device.
[0024] Examples of the present specification contemplate a platform for use
with one
or more portable electronic devices. The platform enables the rendering of
correct
listener-specific spatial audio cues even though the position and orientation
of each
listener and device may be unique. According to this example, the one or more
portable
electronic devices (generically referred to herein as "portable electronic
device" and
collectively as "portable electronic devices") are connected to a server via a
network
such as the Internet. Typically, the portable electronic devices are
associated with
users who download and/or upload audio scenes including audio files, to and
from a
.. server. As discussed in greater detail below, the server may be any entity
that
maintains a data store of audio scenes and audio files. The server may also
host a
website, application or service that allows a listener, such as a user at the
portable
electronic device, to request audio scenes or audio files for rendering on an
output
device in communication with the portable electronic device, as for example,
binaural
headphones.
[0025] With reference to FIG. 1, a block diagram of an example of a portable
electronic
device 102, also referred to as a mobile AR device, is shown. The portable
electronic
device 102 may be any of a smart phone, tablet computer, laptop computer,
smart
watch or other wearable device, Internet of Things appliance or device,
virtual reality
5
CA 3044260 2019-05-24

headset or goggles, augmented reality device, game controller, and the like.
According
to one example, the portable electronic device 102 includes multiple
components, such
as a processor (not shown) that controls the overall operation of the portable
electronic
device 102. Communication functions, including data communications, are
performed
.. through a communication subsystem (shown as Network Interface Controller or
NIC
110). The NIC 110 receives messages from and sends messages to a network 120.
The network 120 may be any type of wired or wireless network, including, but
not
limited to, a data wireless network. A power source (not shown), such as one
or more
rechargeable batteries or a port to an external power supply, powers the
electronic
device 102.
[0026]The processor of the portable electronic device 102 interacts with other

components, such as a Random Access Memory (RAM) (not shown), data storage
(represented as locally stored audio scenes 104), a touch-sensitive display
(not
shown), one or more speakers (shown as audio output 108), a microphone (not
shown), and one or more sensors 112. The sensors 112 can be one or more
gyroscopes, one or more accelerometers, one or more cameras (such as front
facing
camera(s) and back facing camera(s)), short-range communications subsystem,
other
I/O devices and other subsystems. The touch-sensitive display (not shown)
includes a
display (not shown) and touch sensors (shown as sensors 112) that are coupled
to at
least one controller (not shown) and used to interact with the processor of
the portable
electronic device 102. In one example, sensors 112 include a touch-sensitive
display,
a microphone, a location service, a camera, an accelerometer, a gyroscope, a
barometer, and the like.
[0027]According to an example, input via a graphical user interface can be
provided
.. via the touch-sensitive display. Alternatively, according to a different
example, input
can be provided via elicitation using the microphone or input can be provided
via the
sensors 112 as by, for example, tilting or moving the portable electronic
device 102
through a space. Information, such as text, characters, symbols, images,
icons, and
other items that may be displayed or rendered on a portable electronic device
102, is
6
CA 3044260 2019-05-24

displayed on the touch-sensitive display via the processor. The information
can be
displayed or rendered on one or more of the portable electronic devices 102
with
spatial orientation that is adjusted based on each listener's point of view,
or POV. The
touch-sensitive display may be any suitable touch-sensitive display, such as a
capacitive, resistive, infrared, surface acoustic wave (SAW) touch-sensitive
display,
strain gauge, optical imaging, dispersive signal technology, acoustic pulse
recognition,
and so forth. As mentioned above, the capacitive touch-sensitive display
includes one
or more touch sensors.
[0028] The portable electronic device 102 includes an operating system (not
shown)
.. and software programs, applications, or components (not shown) that are
executed by
the processor and are typically stored in a persistent, updatable store such
as the data
storage. Additional applications or programs may be loaded onto the portable
electronic device 102 through the wireless network 120, the short-range
communications subsystem, or any other I/O devices or subsystem.
[0029] Generally speaking, the position and orientation of a portable
electronic device
102 in space is defined by three components of translation and three
components of
rotation, which means that it has six degrees of freedom. Typical gaming
environments
provide five degrees of freedom, a reference to movement in the environment:
forwards
and backwards, slide left and right, up/down (jump or crouch), yaw (turn left
or right),
and pitch (look up or down). In the context of the present specification, six
degrees of
freedom, or 6DoF, in an AR or VR setting refers to the ability to perform
arbitrary
translations and rotations in three axes of space: x, y and z.
[0030] As shown in FIG. 1, the portable electronic device 102 includes a world-

tracking engine (not shown) and a 6DoF to stereo audio engine 106. The world-
tracking
engine uses visual-inertial odometry and combines motion sensor data with
computer
vision analysis of camera imagery to track the pose (position and orientation
in a real-
world environment or space) of one or more portable electronic devices 102 in
an AR
session. The 6DoF to stereo audio engine 106 then takes as input the pose and
an
audio scene including multiple audio files. In one example, using the
processor of the
7
CA 3044260 2019-05-24

portable electronic device 102, the 6DoF to stereo audio engine 106 generates
an
output that is a mixed and filtered audio file to simulate three-dimensional
sound of the
audio scene relative to the user's pose.
[0031] An audio scene is composed of one or more audio files, graphics, and
logic,
representing a real-world environment. Use of the term audio file in the
specification
refers to any file for storing digital audio data. The audio data can be a raw
bitstream
in an audio coding format or can be contained in a container format or an
audio data
format with defined storage layer such as WAV, AIFF, AU, FLAC, ALAC, MPEG,
Opus,
MP3, Vorbis, WMA, and the like. The term graphics refers to all AR objects to
be
.. visually rendered in an AR session typically overlaid on specific objects
whose real-
world locations are known. In general, a rendered graphic automatically
adjusts its
perceived position on the display of the portable electronic device 102 as the
user turns
to face toward or away from the known object or tilts his or her head up or
down with
respect to it.
[0032] Turning now to FIG. 2, a block diagram of an example of a server 202
for
providing a navigable, immersive audio experience, is shown. The server 202 is

typically a server or mainframe within a housing containing an arrangement of
one or
more processors 204, volatile memory (i.e., random access memory or RAM),
persistent memory (e.g., hard disk or solid state devices) (shown as memory
208), and
a network interface controller 206 (to allow the server 202 to communicate
over the
network 120) interconnected by a bus (not shown). Many computing environments
implementing the server 202 or components thereof are within the scope of the
present
specification. The server 202 may include a pair (or more) of servers for
redundancy
or load-balancing purposes, connected via the network 120 (e.g., an intranet
or across
the Internet) (not shown). The server 202 may be connected to other computing
infrastructure including displays, printers, data warehouse or file servers,
and the like.
The server 202 may include a keyboard, mouse, touch-sensitive display (or
other input
devices), a monitor (or display 202, such as a touch-sensitive display, or
other output
devices) (shown generically as I/O devices 210 in FIG. 1).
8
CA 3044260 2019-05-24

[0033] The server 202 includes a network interface controller or NIC 206
interconnected with the processor 204 that allows the server 202 to
communicate with
other computing devices such as one or more portable electronic devices 102
via a
link with the network 120. The network 120 may include any suitable
combination of
wired and/or wireless networks, including but not limited to a Wide Area
Network
(WAN) such as the Internet, a Local Area Network (LAN), HSPA/EVDO/LTE/5G cell
phone networks, Wi-Fl networks, and the like. The NIC 206 is selected for
compatibility
with the network 120. In one example, the link between the NIC 206 and the
network
is a wired link, such as an Ethernet link. The NIC 206 thus includes the
necessary
hardware for communicating over such a link. In other examples, the link
between the
server 202 and the network 206 may be wireless, and the NIC 206 may include
(in
addition to, or instead of, any wired-link hardware) one or more
transmitter/receiver
assemblies, or radios, and associated circuitry.
[0034] Still with reference to FIG. 2, one or more data archives 220
store audio
scene 222 consisting of audio files 224, graphics 226, and logic 228. Non-
limiting
examples of data archives 220 include audio scenes for musical compositions of
a
symphony orchestra, that is, an ensemble that combines instruments from
different
families, including bowed string instruments such as the violin, viola, cello,
and double
bass, brass instruments such as the horn, trumpet, trombone and tuba,
woodwinds
such as the flute, oboe, clarinet and bassoon, and percussion instruments such
as the
timpani, bass drum, triangle, snare drum and cymbals, each grouped in
sections.
[0035] Typically, the server 202 may be coupled to the data archives 220
over a
bus or a network (such as network 120) and the server 202 may access or cache
data
from the data archives 220 at run-time, or at predetermined times, using an
API
(application program interface).
[0036] In the above noted example, the server 202 maintains one or more data
archives 220. Each data archive 220 maintains audio scenes 220 and can be a
database application loaded on the server 202, a stand-alone database server
or a
9
CA 3044260 2019-05-24

virtual machine in communication with the NIC 206 of the server 120, or any
other
suitable database.
[0037] In one example, the server 202 may be integral with the portable
electronic
device 102. According to this example, at least some of the cloud-based audio
scenes
222 may be maintained directly on the portable electronic device 102,
permitting use
in an "offline" modality.
[0038] It will be appreciated that many portable electronic devices 102
can
participate in the same simulation of a real-world environment. According to
one
example, the server 202 can be configured to permit many connected devices 102
to
share the same live streamed, or archived, content.
[0039] Those having ordinary skill in the related arts will readily appreciate
that the
preceding portable electronic device 102 and the server 202 are merely
illustrative of
the broader array of possible topologies and functions. Moreover, it should be

recognized that various implementations can combine and/or further divide the
various
entities illustrated in FIG 1. and in FIG. 2. For example, the server 202 can
be stored
or executed on one or more virtual machines. As is known in the art, a virtual
machine
is an execution environment (typically on a server) that has access to one or
more
processors, memory, disk drives, network interface cards, and so on. While one
or
more virtual machines can be instantiated on a single server, the processes of
two
different virtual machines typically do not interfere with one another (i.e.,
one virtual
machine will not write over the data of another virtual machine, etc.) In the
present
case, one or more of the functions of the server 202 may be executed on a
virtual
machine, for example, provided by Amazon Web Services (AWS), Microsoft Azure,
or
another cloud service.
Impulse Response Capture
[0040] Now with reference to FIG. 3, sound sources of a symphony orchestra or
any
other musical ensemble can be captured. In the example shown in FIG. 3, the
CA 3044260 2019-05-24

ensemble includes a conductor 306, first violins 308, second violins 310, a
piano 312,
piccolos 314, clarinets 316, a harp 318, French horns 320, percussion 322,
oboes 326,
bassoons 328, trumpets 330, trombones 332, tuba 334, violas 336, double basses
338
and cellos 340. An array of omnidirectional microphones 302 are placed on
stage,
.. separated by 1 to 1.5 meters, each located at a uniform height of
approximately 1.6
meters, in one example. Other arrangements can be employed without departing
from
the scope of the present specification. An ambisonics microphone 304 of order
2 or
greater, in one example, can be located in a central location relative to the
performance
hall or room for reverberation capture. The term ambisonic sound effects, or
ambisonics, refers to a technique of capturing sound effects by an array that
houses
several microphones pointed in different directions. Together these multiple
channels
(typically four or greater) capture audio not only on the typical horizontal
plane, but also
above and below the microphone. The ambisonic microphones 304 can record audio

from every direction surrounding the microphone and gather a 360-degree
representation of sound from a particular location.
[0041] Acoustic space capture is a technique used to analyze and reproduce the

acoustic characteristics of rooms and halls. There are at least two approaches
to this
technique, based on sonic or optical capture, but other approaches are
intended to be
within the scope of the present specification.
[0042] Sonic capture refers to sampling the acoustic space from a specific
capture
location/orientation, using a microphone 304 to capture a tone burst, or dirac
impulse
(like a gunshot). This recording is called the impulse response of the space
and
contains a multitude of echoes to that initial impulse. The first 20
milliseconds contain
what are often referred to as the early reflections, after which, follow the
higher order
reflections; then, what is referred to as the reverberation stage, in which
distinct echoes
are no longer perceivable. This impulse response can be used to "print" the
reverberation of the captured space on to any audio signal convolved with it,
to
reproduce a listening perspective that corresponds to the specific capture
location/orientation. Sonic capture techniques are described US20080069366.
11
CA 3044260 2019-05-24

[0043] In order to capture impulse responses from all surrounding angles
(3DoF), at
a specific capture location, an Ambisonics capture microphone 304 can be used.
In
order to capture multi-angle impulse responses from many points in the space
(6DoF),
an array of Ambisonics capture microphones 304 can be deployed, to create a
database of impulse responses, that can be indexed using 6DoF pose
information.
Using such a database for convolution in the rendering stage, this technique
would
satisfy the requirements for rendering full 6DoF navigable listening
perspectives.
[0044] Optical capture uses common scanning techniques to obtain a geometric
model of an acoustic space. The generated model is then used as input to an
acoustic
simulator that uses ray tracing to calculate and generate an impulse response
that can
be used, in the same way as described above, to "print" the reverberation of
the
captured space on to any audio signal convolved with it. The advantage of this

technique is that an arbitrary and time-variant capture location can be
provided for the
calculation of the impulse response. As the capture location and orientation
corresponds to the listening perspective, this technique would satisfy the
requirements
for rendering full 6DoF navigable listening perspectives. Optical capture
techniques
are discussed in W02014146668A2 and US20170345216.
[0045] It has been observed that both 3DoF and 6DoF rendering impulse
response
and optical capture techniques presented above may be processor and memory
intensive. This drawback can be attenuated by equipping the portable
electronic
devices 102 with GPUs, or Graphics Processing Units for ray-tracing and, also,
by
techniques of split and/or dual rendering or parallel computing on devices
connected
over a network).
[0046] Conventionally, musical recordings, e.g., stereo masters, are created
to
produce a musical output that reproduces exactly one listening perspective.
The
contributing parts of the musical recording, played by instruments, or sung,
are
combined in a particular weighted sum, arrived at via multi-track recording
and mixing
techniques, or by spatial arrangement of the instruments at the time of the
(mono or
12
CA 3044260 2019-05-24

stereo) capture.
[0047] The arrival of 360-degree (also known as spherical) video has permitted
users
to view captured video footage from a position-specific perspective, from any
angle
(3DoF orientation-based panning of captured video) around the fixed capture
position.
Similarly, sound captured using 360 capture systems such as those using
ambisonic
microphones, can be reproduced for a listener from any angle around the fixed
capture
position. To a certain extent, this orientation-based panning provides a first
level of
"zoomability", allowing a listener to control the audio from specific regions
of a real-
world environment or sound space.
[0048] Advantageously, examples of the present specification enable "walking
through" a performance, such as a symphony orchestra performance, and thereby
providing a navigable, immersive experience. The term immersiveness refers to
simulating sources of sound that appear to come from any direction around the
user
or listener, including from the sides or above and below, at any distance,
arbitrarily
near or far. Providing correctly oriented immersive audio experiences to
multiple
listeners, each in unique positions in a given environment, adds complexity to
the
challenge. Techniques of the present specification permit multiple users in a
shared
virtual space to have an experience approaching an intimate, navigable musical

experience, where each listener is able to explore musical elements in a
.. simultaneously shared environment.
[0049] In this regard, a challenge that has arisen with rendering immersive VR
and
AR sessions is latency. A user turns his or her head, or tilts their display,
and only later
does the audio or image change accordingly due to processing and system-based
delays. In an extreme case, the latency can make a user ill with symptoms
approximating "sea sickness". To address this challenge, as described in FIG.
4, it has
been discovered that distributed and/or split rendering can address or at
least provide
an alternative to current approaches. In the specification, split rendering
extends to
rendering the 6DoF audio in at least two separate, sequential stages: the
first stage
13
CA 3044260 2019-05-24

inputs the translational pose (3DoF) of the portable electronic device 102 and
all audio
sources; and the second stage inputs the rotational pose (3DoF) the audio
output from
stage one. Distributed rendering refers to dividing the task of rendering
among several
devices, e.g., a client device and a server. Aspects of split rendering and
distributed
rendering can be combined so that, for example, the second stage of split
rendering is
processed on the portable electronic device 102, while the first stage is
processed on
a server, as described in more detail below.
[0050] FIG. 4 illustrates a server 202 (shown as 402 in FIG. 4) connected over
a
network 120 to portable electronic devices 102 (shown as 404 in FIG. 4). A
scalable
cloud-based dual mode 6DoF navigable audio rendering pipeline is shown at 400
consisting of a real-time audio capture for sound sources and resonant
acoustic space,
a sound source capture using microphone arrays, an acoustic space capture
using
microphone arrays, and an acoustic space geometry acquisition using an optical-

based system to provide spatial description map input to acoustic space
simulators.
The system has two input sources: for live (at 424), or archived audio content
(at 418).
The system has two rendering modes: mode A at 408: remote 6DoF rendering, mode

B at 406: distributed 6DoF rendering (3DoF remote / 3DoF local). The scene
description map contains a scene graph with audio, graphics and logic
resources. With
distributed rendering, a device's 3DoF translation pose (3D position) can be
used to
produce a partial rendering of the audio scene, corresponding to the listening
point of
view in ALL directions. The output of this rendering stage can be captured to
an
ambisonics signal, as input to the second rendering stage where that
ambisonics signal
is in turn, rendered to a binaural format, based on that user's 3DoF
orientation pose
(rotation) corresponding to the listening point of focus in a particular
direction.
[0051]Advantageously, audio scenes can be created from pre-existing audio
content
based on: 1) standard multi-track recordings, 2) instrumental segregation of
standard
stereo audio files, and/or live multi-channel audio streams.
[0052] When coupling a 6DoF user tracking device to the corresponding 6DoF
user
14
CA 3044260 2019-05-24

perspective in a rendered audio scene, the quality of the user experience can
be
degraded by latency, whereby the rendered audio image is no longer
synchronized
with the instantaneous user's listening position and orientation in the
referenced audio
scene. In such a case, a certain amount of delay occurs between the time the
user
changes his or her 6DoF pose, and the consequent adjustment to that user's
listening
perspective in the audio scene. Research in this field has established minimum

perceptually acceptable tolerances for system wide, tracker to rendered audio
display
latencies. In the local pipeline shown in FIG. 4 as 406 for local rendering of
local
content, the latency issues have been mitigated, as the 6DoF user pose data is
provided by the sensors 112, the rendering process and the audio display
system are
all local to the portable electronic device 102, and network propagation of
the data is
not necessary or reduced throughout.
[0053] In the case of the scalable cloud-based dual mode 6DoF navigable audio
rendering pipeline shown as 408 in FIG. 4, the rendering process operates on a
remote
server 202, which streams a partially or fully rendered audio signal to a
binaural audio
display 414 (which can be the audio output 108 of the portable electronic
device 102).
At the same time, the sensors 112 stream the client 6DoF listening pose data
to update
the client's rendering process on the remote server 202. As network
propagation
delays of rendered audio streams and user 6DoF listening pose updates are
unavoidable, strategies to mitigate resulting latencies are adopted. Edge
computation
for audio rendering provides an effective way to minimize or reduce latency.
An
additional strategy is to partially render the user's audio perspective on a
client process
running on the server 202, where the user's 3DoF positional pose data is used
to
render the his or her listening perspective from a corresponding certain point
in the
audio scene. This partial rendered signal is in turn, streamed to the portable
electronic
device 102, where the signal further rendered to the user's specific 3DoF
listening
orientation pose relative to the incidence of sound sources in the surrounding
audio
scene. By rendering the latter locally on the client (the portable electronic
device 102),
rotational latency is eliminated from the rendering process, having no or
reduced
CA 3044260 2019-05-24

negative effect on the user's experience of immersiveness.
[0054] Use of the term rendering in the present specification refers to the
automatic
process of generating an image or audio from a model or scene file by means of

computer programs via the portable electronic device 102. The term rendering
extends
to translation of captured ambisonic signals to binaurally encoded audio.
[0055] Past approaches to AR rendering systems typically render the user's
audio on
a mobile device running the AR experience and computing power and streaming
bandwidth may be relatively limited. In part due to these limitations, audio
scene
complexity and depth (number of simultaneous sources) can be limited.
Furthermore,
for applications involving audio scenes with multiple live input audio source
streams
(e.g., 32, 64, 128, or more channels), the limitations of the mobile device
may be
prohibitive. Examples of the present specification provide a system and method
to
render audio on a remote device from the mobile device where these limits do
not
intervene, providing an improved experience (e.g., distributed rendering) for
latency-
sensitive applications. As suggested above, use of the term "distributed
rendering"
extends to remote or parallel rendering of sub-processes that have been split
or
divided such as, in one example, 3DoF (translational), or, in other examples,
full 6DoF
(translation and rotational) rendering on the remote device. The term "split
rendering"
in two or more stages, without regard to the location of rendering (e.g.,
cloud, local or
some combination of both).
[0056] Furthermore, navigable audio experiences on prior or existing systems
require
dedicate and costly sensing and computing hardware, particularly for audio
capture or
navigation. Examples of the present specification enable a system operating in
part on
existing portable electronic devices that users may already own.
[0057] Further advantages extend to the user interface. According to examples
of the
present specification, navigable audio experiences on existing systems may use

tethered virtual navigation input devices such as joysticks, game controllers,
or the like.
Examples of the present specification provide "direct navigation", that is,
spatial user
16
CA 3044260 2019-05-24

navigation in a real-world environment is translated to equivalent or similar
audio
navigation in the user experience.
[0058] Moreover, existing approaches to audio zooming typically do not provide
use of
near-field audio rendering to musical sources, or to "tunable" zooming.
Advantageously, use of audio zooming techniques according to the present
specification permits adjust the audio based on timbre masking effects that
interfere
with the user's cognitive tasks for feature recognition and differentiation.
Unlike the
zooming technique disclosed in US20120230512, examples of the present
specification permit the user to "tune" or modify sound characteristics
including
diffusivity properties, near-field transition radius, reverberation to direct
signal ratio,
and sound source redistribution.
[0059] A flowchart illustrating an example of a method of providing a
navigable,
immersive audio experience at a portable electronic device 102 is shown in
FIG. 5.
The method may be carried out by software executed by, for example, the
processor
of the portable electronic device 102. Coding of software for carrying out
such a method
is within the scope of a person of ordinary skill in the art given the present
description.
The method may contain additional or fewer processes than shown and/or
described
and may be performed in a different order. Computer-readable code executable
by at
least one processor of the portable electronic device 102 to perform the
method may
be stored in a computer-readable storage medium, such as a non-transitory
computer-
readable medium.
[0060] The method starts at 505. At 510, a correspondence between real world
objects and graphical objects is generated and displayed on a display of the
portable
electronic device 102. Audio files from an audio scene are associated with the
graphic
objects at 520 and audio is rendered or played at 525. When a 6DoF pose change
of
the portable electronic device 102 is detected at 530, the display is updated
at 535,
and the audio file is mixed at 540 and filtered at 545 to provide a three-
dimensional
sound according to the techniques disclosed in the present specification. At
550, if the
17
CA 3044260 2019-05-24

portable electronic device 550 is within a near-field or threshold distance of
a given
graphical object, explained in further detail below including at paragraph
[0066] and
following, additional filters are applied at 555. The mixed and filtered audio
file is played
at 560.
[0061] Examples of screenshots on the display of the portable electronic
device 102
when loaded with an application to operate in accordance with the present
disclosure
are depicted in FIG. 6A and FIG. 6B and described with continued reference to
FIG. 5.
[0062] With reference to FIG. 6A, screenshot 600 may be launched by accessing
an
application loaded on the portable electronic device 102. In one example, the
application may require user authentication to proceed further. An AR session
is shown
including areas 602, nodes 604 and sprites 606. User interface components are
also
shown including re-localization 612, play/pause 608, previous track 616, next
track
618, exit to a menu screen 610, info 620, and settings 624. In FIG. 6B, the
sprites 606
are graphics showing the instruments or ensemble groups. The sprites 606 can
be
animated and can provide a visual indicator of a sound parameter such as
loudness.
It will be appreciated that moving the portable electronic device 102 through
the space
within the AR session updates the display and the audio, which may be a
binaural
output on headphones or transaural speakers paired with the portable
electronic
device 102.
[0063] Now with reference to FIG. 7, when combined with 3DoF orientation-based
panning, 3DoF positional (or translational) displacement in the audio scene
provides a
stronger and encompassing ability to limit, or "focus" or "zoom in" on sonic
features of
the audio scene 702, from an arbitrary position in the audio scene, to
experience audio
files (depicted as word bubbles 706 and 710) from sound sources 704 and 708,
respectively. AR devices that control and render audio in 6DoF are operable
for audio
zooming in accordance with examples of the present specification. A conceptual

diagram of how this technique of audio zoom is applied to musical compositions
is
shown in FIG. 8. Listeners can focus on a particular instrument from the
composition
18
CA 3044260 2019-05-24

selected from the instruments on lines 802-1, 802-1, ..., up to 802-10.
[0064] With reference to FIG. 9, screenshot 900 may be launched by accessing a

settings menu of the application of FIG. 6A. An array of menu items is shown.
Touching
or selecting randomize positions 902 re-distributes the positions of the sound
sources
represented as sprites 606 (shown in FIG. 6A). Touching or selecting on shrink-
grow
904 spatially expands or compresses the sprites 606 in the scene. Touching or
selecting room effect 912 controls the amount of reverberation, allowing the
user to
further differentiate audio sources in the near-field. Touching on the near-
field filter
radius 914 permits adjustment of the near-field filter from, for example, 0 to
5 meters
(however any other range of distance is intended such as 0 to 2 meters, 0 to 5
meters,
0 to 10 meters, etc., is intended to be within the scope of the present
specification).
The settings permit adjustment of the rendered audio scene and provide
additional
user interaction and perspective into the audio scene. Touching or selecting
room
acoustics 908 toggles the reverberation effect, and room transparency 910
toggles the
graphic display of the geometric structure used to model reverberation.
[0065] Advantageously, use of the "audio zoom" techniques disclosed herein
enhance the prominence and discernibility of a given sound source or sources
in an
audio scene, by isolating a given sound source or sources, from the rest of
the audio
scene, and in the process, revealing otherwise hidden relationships and
structures,
sonic, musical, semantic or other audio-carried information types.
[0066] A near-field audio experience is a sonic encounter with sound sources
in very
close proximity to a user's head. Near-field audio experiences are unlike
sonic
encounters with sound sources that are further away in that the information
the ears
receive can be very different. Due to this, an effective way to deliver a near-
field audio
experience to a user's ears is to ensure that the signals to each ear remain
separate.
Binaural techniques use headphones or other specialized audio display
techniques to
transmit a left and right signal to the respective ear. Open air systems, such
as
loudspeakers cannot do this, due to the "cross-talk" phenomena, in which
leakage
19
CA 3044260 2019-05-24

across left and right channels occurs. Near-field audio rendering is
advantageous with
audio zoom is that it more differentiates sound sources that are localized
around a
listener in an audio scene, making for a "sharper" and more efficient zoom
effect. It has
been observed that current approaches to near-field audio techniques are
focused on
the use of dedicated near-field HRTF deployed when rendering audio sources
within a
given distance of the listener.
[0067] Previous approaches simulate three-dimensional sound using amplitude
differences and possibly some kind of spatialization. In contrast, techniques
of the
present specification leverage 6DoF rendering, providing additional quality
and depth
of audio zoom in part due to the use of binaural processing and near-field
filtering. The
present techniques enable added quality or reach for challenging audio zoom
applications, such as music listening experiences, in which the spatial and
spectral
differentiation among sound sources enhances the zooming process among complex

instrumental sounds. Audio and music zoom provide new levels of intimacy in
audio
.. distribution.
[0068] The use of near-field filters to simulate the behaviour of sound
sources at close
range, can be employed to enhance the audio zoom effect. Binaural 3D audio
works
by applying to a sound a unique filter for each ear based on the 3D position
of the
sound source. The term "filter" is a general term and indicates any type of
sound filter
from simple EQ to a complex reverberation filter.
[0069] The present specification discloses a method of providing a navigable,
immersive audio experience to one or more listeners at a portable electronic
device
including the steps of generating a correspondence between a plurality of real-
world
objects sensed by a camera of the portable electronic device and a virtual 3D
coordinate space comprising a first horizontal plane for modelling a plurality
of
augmented reality objects on the first horizontal plane, displaying the
plurality of
augmented reality objects together on the first horizontal plane with a live
image from
the camera on a display of the portable electronic device, associating a
plurality of
CA 3044260 2019-05-24

audio files with the plurality of augmented reality objects, tracking the
portable
electronic device's movement with six degrees of freedom (6DoF) parameters
comprising three rotation axes (roll, pitch, and yaw) parameters and three
translation
axes (movement in x, y, and z) parameters, updating the display so that the
plurality of
augmented reality objects appear to stay in a fixed position relative to the
real world
objects as the display is tilted to display areas above or below the objects
on the first
horizontal plane, and as the portable electronic device is moved through a
space,
mixing the plurality of audio files so that the plurality of augmented reality
objects
remain static, or maintain spatial positioning, relative to the real-world
objects, as the
portable electronic device is moved through a space. When a distance
calculated from
the portable electronic device to one of the pluralities of augmented reality
objects is
within a threshold distance, applying a near-field filter to the plurality of
audio files
associated with the said augmented reality objects, and rendering the mixed
and
filtered plurality of audio files on an output device in communication with
the portable
electronic device.
[0070] In one example, the plurality of audio files can be maintained in
a data store
of a server in communication over a network with the portable electronic
device. In this
example the method includes transmitting from the portable electronic device
to the
server, over the network, the six degrees of freedom (6DoF) parameters of the
portable
electronic device in relation to an audio scene involving the plurality of
augmented
reality objects, determining a selection of audio files for association with
the plurality of
augmented reality objects based on a distance of the portable electronic
device to
some of the plurality of augmented reality objects in the audio scene and
transmitting
to the portable electronic device the selection of audio files.
[0071] The mixing and the filtering steps can be performed by the server.
The
selection of audio files can be transmitted to the portable electronic device
for on-
demand streaming rendering on the output device. In one alternative example,
the
mixing and the filtering steps can be performed by the portable electronic
device and
the selection of audio files can be transmitted for mixing and filtering on
the portable
21
CA 3044260 2019-05-24

electronic device before rendering on the output device.
[0072] The plurality of augmented reality objects can be sprites
representing a
symphony orchestra instrument or a symphony orchestra section. The sprites can
be
animated and provide a visual indicator of a parameter, such as loudness,
associated
with the augmented reality object.
[0073] In one example, the method can further include receiving input
from a
plurality of microphones placed in a spaced apart formation at a real-world
environment
on a first horizontal plane, capturing audio associated with the real-world
environment
using the plurality of microphones and storing the captured audio in a
plurality of stored
audio files and capturing pose parameters for the plurality of microphones for
modelling
as the plurality of augmented reality objects.
[0074] The real-world environment can be a symphony orchestra stage.
[0075] Additional input from an additional microphone capturing
resonance
parameters can be used for modelling the room characteristics of the real-
world
environment under capture.
[0076] The plurality of audio files can be adjusted to modify sound
characteristics
including diffusivity properties, near-field transition radius, reverberation
to direct signal
ratio, and sound source redistribution.
[0077] The portable electronic device can be one of a tablet computer, a
smart
phone, a wearable device, a virtual reality headset, a pair of virtual reality
goggles, an
augmented reality device, and an Internet of Things device. The output device
can be
a pair of headphones or transaural speakers. The rendering can be a binaural
rendering in stereo to the pair of headphones or to the transaural speakers.
[0078] In accordance with an example of the present specification, a
server
includes a server processor and a server memory operable to store instructions
that,
when executed by the sever processor, causes the server to maintain, in the
server
22
CA 3044260 2019-05-24

memory, a data store comprising a plurality of audio scenes comprising audio
files,
graphics, and logic, perform a session handshake with one of a plurality of
remote
portable electronic devices, receive a rendering request and device pose
parameters
from the remote portable electronic device for rendering an augmented reality
audio
scene, activate a subset of the plurality of audio files based on the
rendering request
and the device pose parameters, provision a result of the rendering request
and
transmit, to the remote portable electronic device, the result of the
rendering request.
In one example, the plurality of portable electronic devices share the
augmented reality
audio scene.
[0079] It will be recognized that while certain features are described in
terms of a
specific sequence of steps of a method, these descriptions are only
illustrative of the
broader methods disclosed herein and may be modified as required by the
particular
application. Certain steps may be rendered unnecessary or optional under
certain
circumstances. Additionally, certain steps or functionality may be added to
the
disclosed embodiments, or the order of performance of two or more steps
permuted.
All such variations are considered to be encompassed within the disclosure and

claimed herein.
[0080] Furthermore, the various aspects, embodiments, implementations or
features
of the described embodiments can be used separately or in any combination.
Various
aspects of the described embodiments can be implemented by software, hardware
or
a combination of hardware and software. The described embodiments can also be
embodied as computer-readable code on a computer-readable medium. The
computer-readable medium is any data storage device that can store data which
can
thereafter be read by a computer system. Examples of the computer-readable
medium
include read-only memory, random-access memory, CD-ROMs, HDDs, DVDs, flash
drives, magnetic tape, and optical data storage devices. The computer-readable

medium can also be distributed over network-coupled computer systems so that
the
computer-readable code is stored and executed in a distributed fashion.
23
CA 3044260 2019-05-24

[0081] The foregoing description, for purposes of explanation, used specific
nomenclature to provide a thorough understanding of the described embodiments.

However, it will be apparent to one skilled in the art that the specific
details are not
required in order to practice the described embodiments. Thus, the foregoing
descriptions of specific embodiments are presented for purposes of
illustration and
description. They are not intended to be exhaustive or to limit the described
embodiments to the precise forms disclosed. It will be apparent to one of
ordinary skill
in the art that many modifications and variations are possible in view of the
above
teachings.
24
CA 3044260 2019-05-24

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Administrative Status , Maintenance Fee  and Payment History  should be consulted.

Administrative Status

Title Date
Forecasted Issue Date Unavailable
(22) Filed 2019-05-24
(41) Open to Public Inspection 2020-11-24
Examination Requested 2024-04-29

Abandonment History

There is no abandonment history.

Maintenance Fee

Last Payment of $100.00 was received on 2024-04-29


 Upcoming maintenance fee amounts

Description Date Amount
Next Payment if small entity fee 2025-05-26 $100.00
Next Payment if standard fee 2025-05-26 $277.00

Note : If the full payment has not been received on or before the date indicated, a further fee may be required which may be one of the following

  • the reinstatement fee;
  • the late payment fee; or
  • additional fee to reverse deemed expiry.

Patent fees are adjusted on the 1st of January every year. The amounts above are the current amounts if received by December 31 of the current year.
Please refer to the CIPO Patent Fees web page to see all current fee amounts.

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Application Fee $200.00 2019-05-24
Maintenance Fee - Application - New Act 2 2021-05-25 $50.00 2021-05-17
Maintenance Fee - Application - New Act 3 2022-05-24 $50.00 2022-04-27
Maintenance Fee - Application - New Act 4 2023-05-24 $50.00 2023-05-11
Maintenance Fee - Application - New Act 5 2024-05-24 $100.00 2024-04-29
Request for Examination 2024-05-24 $450.00 2024-04-29
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
SETTEL, ZACK
Past Owners on Record
None
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
Documents

To view selected files, please enter reCAPTCHA code :



To view images, click a link in the Document Description column. To download the documents, select one or more checkboxes in the first column and then click the "Download Selected in PDF format (Zip Archive)" or the "Download Selected as Single PDF" button.

List of published and non-published patent-specific documents on the CPD .

If you have any difficulty accessing content, you can call the Client Service Centre at 1-866-997-1936 or send them an e-mail at CIPO Client Service Centre.


Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Representative Drawing 2020-10-28 1 5
Cover Page 2020-10-28 1 38
Maintenance Fee Payment 2021-05-17 1 33
Abstract 2019-05-24 1 24
Description 2019-05-24 24 1,222
Claims 2019-05-24 4 143
Drawings 2019-05-24 9 191
Office Letter 2024-03-28 2 189
Maintenance Fee Payment 2024-04-29 1 33
Request for Examination 2024-04-29 5 114