Ceva, Inc. · NASDAQ:CEVA

Ceva — Technical Presentation (November 2020)

40 slides from Ceva's technical presentation, November 2020

  1. Slide 1: CEVA and VisiSonics 3D Audio Webinar

    CEVA and VisiSonics 3D Audio Webinar November 2020 Elia Shenberger, Director of Business Development, Sound BU, CEVA Prof. Ramani Duraiswami, co-Founder and CEO, VisiSonics Copyright © 2020 CEVA, Inc. CEVA Proprietary Information 1

  2. Slide 2: Agenda

    Agenda ► History of 3D Audio ► What is 3D Audio? ► Key to 3D ► Applications and Markets ► Multichannel Audio and Ambisonics ► HRTF and Head tracking for 3D Audio CEVA Proprietary Information 2

  3. Slide 3: CEVA's Sensing and Connectivity for IoT

    CEVA’s Sensing and Connectivity for IoT Cellular Camera Vision DSP 5G DSP-based platforms Powered DNN accelerators & for smartphones, RAN and cellular IoT by CDNN SDK for NN inferencing IoT Connectivity IMU Comprehensive platforms for Software & algorithms Bluetooth and Wi-Fi Sensor fusion, manageme

  4. Slide 4: VisiSonics - focused on 3D Audio

    VisiSonics - focused on 3D Audio Spatial Audio Capture Gaming VR/AR Patented chain digital microphone Physics based RealSpace™3D engine architecture designed to build large for propagating sound in acoustic digital microphone arrays; proprietary spaces rendered in real-time for all XR processing alg

  5. Slide 5: The History of 3D Audio

    The History of 3D Audio The first demonstration of 3D Audio was applied by a French Engineer – Clement Ader in 1881 Ader invented the Theatrophone - a system of telephonic transmission where listeners received a separate channel for each ear, enabling stereophonic perception of the actors on a set.

  6. Slide 6: Audio Reproduction of Reality

    Audio Reproduction of Reality ► Current Consumer Electronics  Headphones – simplistic, find small sets of filters to convolve with on low MIPS DSP ► Or reproduce sound from surround speakers  Sell more hardware!  Content has to be mixed for these layouts ► Far from “reality” ► In the real world w

  7. Slide 7: What is 3D Audio?

    What is 3D Audio? Natural listening which gives you the same experience as being present in a scene Concert, ball game, performance etc. Traditional 5.1 and 7.1 Surround setups are not able to provide a realistic sensation of audio three-dimensionality. As opposed to Surround sound - 3D Audio lets y

  8. Slide 8: Apple's Spatial Audio

    Apple’s Spatial Audio Earlier this year Apple released a Firmware update for AirPods Pro, which enables what Apple calls spatial audio. Similar to Dolby Atmos, it applies directional audio filters, adjusting the frequencies that each ear hears so that sounds can be placed virtually around you in 3D

  9. Slide 9: Spatial Audio in AR/VR, Gaming, Entertainment

    Spatial Audio in ARVR, Gaming, Entertainment ► Headphone based ► Propagating audio from given sources or speakers in virtual space to ears ► Using an “audio engine” to construct the binaural room impulse response ► Takes as input  Source/listener locations  Scene geometry (RIR)  Listener Head Tra

  10. Slide 10: Computer graphics rendering engines

    Computer graphics rendering engines ► Graphics moved from 2D to physically based rendering in the 1980s ► Lead to rendering from 3D models, light source models, subsurface scattering ► Lead to a hardware revolution – GPUs from NVIDIA, AMD, … ► Photo realistic movies ► Using CEVA DSP move audio rende

  11. Slide 11: The Keys to 3D

    The Keys to 3D ► 3D/Spatial audio fixes the soundstage outside the user's head for a more realistic experience ► Built up from two linear parts  Accurate head tracking  Spatial audio engine which takes advantage of tracking, room dimensions and HRTFs Orientation w, x, y, z Spatial Audio Immersive

  12. Slide 12: Efficient computing

    Efficient computing ► Real-time processing requires efficient, yet high performance DSP to deliver 3D Audio capability ► CEVA-X2, CEVA-BX1 and CEVA-BX2 DSPs deliver Ultra-low power and High performance capabilities for a broad range of advanced audio/voice applications, requiring signal processing a

  13. Slide 13: CEVA and VisiSonics Collaboration

    CEVA and VisiSonics Collaboration ► RealSpace™ 3D is available on CEVA-X2 and CEVA-BX1/BX2 ► RealSpace™ 3D allows stereo, 5.1, 7.1, object based audio, and high order Ambisonics streams to be spatialized, and played with head tracking ► RealSpace™3D is fully optimized to provide the best experience

  14. Slide 14: VisiSonics RealSpace 3D

    VisiSonics RealSpace™3D ► VisiSonics leverages world-class scientific discovery to add a third dimension to the sound you hear over headsets, bringing 3D sound to gaming, virtual reality, and entertainment (movies and music) platforms ► RealSpace™ 3D creates virtual placement of sound anywhere in 3-

  15. Slide 15: Headphone market explosion

    Headphone market explosion CEVA Proprietary Information 15

  16. Slide 16: CEVA and VisiSonics Collaboration

    CEVA and VisiSonics Collaboration Stereo, 5.1, 7.1 or High Order Ambisonics + 16 objects CEVA FSP200 Head tracking data Binaural CEVA-X2 based SoC Stereo out CEVA Proprietary Information 16

  17. Slide 17: Applications and Markets

    Applications and Markets 3D Audio is widely deployed in various applications such as: Amusement parks, where 3D audio sound-track immerses the guests in the ongoing story Live Nation Clubs & Theatres-Captured by Sony YouTube and Oculus VR PC and Game Consoles Gaming Headsets Smart Speakers and Sound

  18. Slide 18: How we perceive the world auditorily

    How we perceive the world auditorily CEVA Proprietary Information 18

  19. Slide 19: How do we perceive sound location?

    How do we perceive sound location? ► Naïve time and level difference Source at ears are not sufficient to describe our ability to localize sound HEAD ► Other physics mechanisms Left ear Right ear necessary to explain  Scattering of sound ► Off our bodies ► Off the environment Interaural time delays

  20. Slide 20: Audible Sound Scattering

    Audible Sound Scattering Wavelengths are comparable to our ► Sound wavelengths comparable to human rooms, bodies, and features dimensions and dimensions of spaces we live in. Not an accident but evolutionary selection! ► fλ=c 1 10 ► When λ >> a large rooms wave is unaffected by object rooms/offices

  21. Slide 21: Propagation Engine: Achieving Accurate 3D Audio

    Propagation Engine Achieving Accurate 3D Audio CEVA Proprietary Information 21

  22. Slide 22: Approach: Render Sound Correctly

    Approach: “Render” Sound Correctly ► Get the sound right at the entrances to the ear canals ► Approximately solve the audio propagation problem from sources in the scene to the ear canal entrance ► Do what graphics and vision did –  Move from emulation to approximate simulation  Use physics based

  23. Slide 23: Head Related Transfer Function (HRTF)

    Head Related Transfer Function(HRTF) ► Scattering causes frequency dependent amplification/attenuation  Effects can be of the order of tens of dB  Encodes location CEVA Proprietary Information 23

  24. Slide 24: Processing/propagation engine

    Processing/propagation engine ► Direct path ► Time domain vs frequency domain ► Early reflections / diffraction/occlusion  Processing  Latency ► HRTF  Individual ► Tracking  Personalized  3 Dof/ 6 Dof  Generic  Piggyback on AR and VR ► Environmental ► Equalization  Feedback delay network  P

  25. Slide 25: Game and Audio Engines Supported

    Game and Audio Engines Supported Standalone Engines Audio Middleware Hardware DSP packages Game Engines CEVA Proprietary Information 25

  26. Slide 26: Current Applications

    Current Applications ► Game audio, AR/VR ► Sales support for building materials customer  Change materials and demonstrate room change over headphones ► Mobile Engine built in to low-level processing  Aircraft avionics, Mobile phones, Speakers ► PC engine  APO, VAD for spatializing x.y audio  Ob

  27. Slide 27: HRTF Personalization

    HRTF Personalization ► Humans have different sizes and shapes ► Ear shapes are very individual as well ► If ear shapes and body sizes are different  Properties of scattered wave are different  HRTFs will be very individual ► Need individual HRTFs for creating virtual audio CEVA Proprietary Informa

  28. Slide 28: Typically HRTFs are measured

    Typically HRTFs are measured Measurements from CIPIC, Sydney and AFRL are shown Many other labs also measure HRTFs directly Takes of the order of an hour per person Not scalable CEVA Proprietary Information 28

  29. Slide 29: Scalable HRTF Personalization

    Scalable HRTF Personalization 1. Rapid Direct Measurement 2. Mobile device to the Cloud CEVA Proprietary Information 29

  30. Slide 30: The Ecosystem

    Personalization Integration with HRTF Data partner’s marketplace and user Listening Habit Data management systems The Ecosystem Support for OTA App Based Games OTT Headphones Live Events updates for personalized 3D Sound, by webcam or smartphone Engine CEVA Proprietary Information 30

  31. Slide 31: Helmholtz' Reciprocity Principle

    Helmholtz’ Reciprocity Principle If sound waves are excited at a point A, the pressure at any other point B coincides, in magnitude and phase, with the pressure that would be observed at A if the sound source were placed at B CEVA Proprietary Information 31

  32. Slide 32: Patented Fast Approach

    Patented Fast Approach ► Turned out headphone drivers ► Array of tiny microphones ► Send out a highpass signal and measure received signal ► Have productized this and collected about 800 HRTFs CEVA Proprietary Information 32

  33. Slide 33: Current version

    Current version Thousands of HRTFs measured with auxiliary data CEVA Proprietary Information 33

  34. Slide 34: Digital microphone chain architecture

    Digital microphone chain architecture CEVA Proprietary Information 34

  35. Slide 35: Remote Approach

    Remote Approach ► Instead of an exact HRTF – find an improved HRTF via smart database matching ► Find best match from datasets for left and right ear images, and head size ► Use modern computer vision and AR toolkits on mobile devices ► Use ideas of HRIR scaling, and Kendall shape theory to increase

  36. Slide 36: Landmarks and Shape Capture

    Landmarks and Shape Capture Labelled by hand the two ears of all our subjects, and recorded the coordinates Using Kendall shape ideas, non-dimensionalized the measurements Scaled HRIR CEVA Proprietary Information 36

  37. Slide 37: Detecting Landmarks

    Detecting Landmarks ► Used our thousands labeled ears to train a deep network to predict landmarks on captured images ► Various augmentations and transformations to robustify process  Lighting  Pose CEVA Proprietary Information 37

  38. Slide 38: Personalization

    “Personalization” Landmark Prediction Ear Matching Template HRTF, Ear Photos Convert L->R Ear Convert back to L Landmarks Ear Scale, HRTF HAT Model Correction Personalized HRTF CEVA Proprietary Information 38

  39. Slide 39: Availability

    Availability ► RealSpace™3D embedded is available on CEVA-X2, CEVA-BX1 and CEVA-BX2 DSPs, optimized for best performance and ready for deployment ► RealSpace™3D is available in different variants for maximum flexibility  Supports various inputs and can be connected to game engine output ► Software

  40. Slide 40: Thank You Q&A

    Contact us: Elia Shenberger, Director of Business Development, Sound BU, CEVA Elia.Shenberger@ceva-dsp.com Prof. Ramani Duraiswami, co-Founder and CEO, VisiSonics Ramani.d@visisonics.com Thank You Q&A Copyright © 2020 CEVA, Inc. and/or its subsidiaries. All rights reserved. CEVA Proprietary Informat

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