Patents by Inventor Ambrish Dantrey

Ambrish Dantrey has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).

  • Publication number: 20230410650
    Abstract: In various examples, audio alerts of emergency response vehicles may be detected and classified using audio captured by microphones of an autonomous or semi-autonomous machine in order to identify travel directions, locations, and/or types of emergency response vehicles in the environment. For example, a plurality of microphone arrays may be disposed on an autonomous or semi-autonomous machine and used to generate audio signals corresponding to sounds in the environment. These audio signals may be processed to determine a location and/or direction of travel of an emergency response vehicle (e.g., using triangulation). Additionally, to identify siren types—and thus emergency response vehicle types corresponding thereto—the audio signals may be used to generate representations of a frequency spectrum that may be processed using a deep neural network (DNN) that outputs probabilities of alert types being represented by the audio data.
    Type: Application
    Filed: September 6, 2023
    Publication date: December 21, 2023
    Inventors: Ambrish Dantrey, Atousa Torabi, Anshul Jain, Ram Ganapathi, Abhijit Patait, Revanth Reddy Nalla, Niranjan Avadhanam
  • Patent number: 11816987
    Abstract: In various examples, audio alerts of emergency response vehicles may be detected and classified using audio captured by microphones of an autonomous or semi-autonomous machine in order to identify travel directions, locations, and/or types of emergency response vehicles in the environment. For example, a plurality of microphone arrays may be disposed on an autonomous or semi-autonomous machine and used to generate audio signals corresponding to sounds in the environment. These audio signals may be processed to determine a location and/or direction of travel of an emergency response vehicle (e.g., using triangulation). Additionally, to identify siren types—and thus emergency response vehicle types corresponding thereto—the audio signals may be used to generate representations of a frequency spectrum that may be processed using a deep neural network (DNN) that outputs probabilities of alert types being represented by the audio data.
    Type: Grant
    Filed: November 18, 2020
    Date of Patent: November 14, 2023
    Assignee: NVIDIA Corporation
    Inventors: Ambrish Dantrey, Atousa Torabi, Anshul Jain, Ram Ganapathi, Abhijit Patait, Revanth Reddy Nalla, Niranjan Avadhanam
  • Patent number: 11809773
    Abstract: A virtual reality (VR) audio rendering system and method include spatializing microphone-captured real-world sounds according to a VR setting. In a game streaming system, when a player speaks through a microphone, the voice is processed by geometrical acoustic (GA) simulation configured for a virtual scene, and thereby spatialized audio effects specific to the scene are added. The GA simulation may include generating an impulse response using sound propagation simulation and dynamic HRTF-based listener directivity. When the GA-processed voice of the player is played, the local player or other fellow players can hear it as if the sound travels in the scenery and according to the geometries in the virtual scene. This mechanism can advantageously place the players' chatting in the same virtual world like built-in game audio, thereby advantageously providing enhanced immersive VR experience to users.
    Type: Grant
    Filed: June 2, 2020
    Date of Patent: November 7, 2023
    Assignee: NVIDIA Corporation
    Inventors: Ambrish Dantrey, Anshul Gupta
  • Publication number: 20230182029
    Abstract: In various examples, game session audio data - e.g., representing speech of users participating in the game - may be monitored and/or analyzed to determine whether inappropriate language is being used. Where inappropriate language is identified, the portions of the audio corresponding to the inappropriate language may be edited or modified such that other users do not hear the inappropriate language. As a result, toxic behavior or language within instances of gameplay may be censored - thereby enhancing the user experience and making online gaming environments safer for more vulnerable populations. In some embodiments, the inappropriate language may be reported - e.g., automatically - to the game developer or game application host in order to suspend, ban, or otherwise manage users of the system that have a proclivity for toxic behavior.
    Type: Application
    Filed: October 3, 2022
    Publication date: June 15, 2023
    Inventors: Jithin Thomas, Neilesh Chorakhalikar, Ambrish Dantrey, Revanth Reddy Nalla, Prakshep Mehta
  • Patent number: 11678120
    Abstract: Apparatuses, systems, and techniques are presented to reduce noise in audio. In at least one embodiment, one or more neural networks are used to determine a noise signal in one or more speech signals.
    Type: Grant
    Filed: May 14, 2020
    Date of Patent: June 13, 2023
    Assignee: NVIDIA Corporation
    Inventors: Mihir Nyayate, Angshuman Ghosh, Revanth Reddy Nalla, Ambrish Dantrey
  • Publication number: 20230076431
    Abstract: Apparatuses, systems, and techniques are presented to upsample audio.
    Type: Application
    Filed: September 9, 2021
    Publication date: March 9, 2023
    Inventors: Mihir Nyayate, Ambrish Dantrey
  • Patent number: 11458409
    Abstract: In various examples, game session audio data—e.g., representing speech of users participating in the game—may be monitored and/or analyzed to determine whether inappropriate language is being used. Where inappropriate language is identified, the portions of the audio corresponding to the inappropriate language may be edited or modified such that other users do not hear the inappropriate language. As a result, toxic behavior or language within instances of gameplay may be censored—thereby enhancing the user experience and making online gaming environments safer for more vulnerable populations. In some embodiments, the inappropriate language may be reported—e.g., automatically—to the game developer or game application host in order to suspend, ban, or otherwise manage users of the system that have a proclivity for toxic behavior.
    Type: Grant
    Filed: May 27, 2020
    Date of Patent: October 4, 2022
    Assignee: NVIDIA Corporation
    Inventors: Jithin Thomas, Neilesh Chorakhalikar, Ambrish Dantrey, Revanth Reddy Nalla, Prakshep Mehta
  • Publication number: 20220157165
    Abstract: In various examples, audio alerts of emergency response vehicles may be detected and classified using audio captured by microphones of an autonomous or semi-autonomous machine in order to identify travel directions, locations, and/or types of emergency response vehicles in the environment. For example, a plurality of microphone arrays may be disposed on an autonomous or semi-autonomous machine and used to generate audio signals corresponding to sounds in the environment. These audio signals may be processed to determine a location and/or direction of travel of an emergency response vehicle (e.g., using triangulation). Additionally, to identify siren types—and thus emergency response vehicle types corresponding thereto—the audio signals may be used to generate representations of a frequency spectrum that may be processed using a deep neural network (DNN) that outputs probabilities of alert types being represented by the audio data.
    Type: Application
    Filed: November 18, 2020
    Publication date: May 19, 2022
    Inventors: Ambrish Dantrey, Atousa Torabi, Anshul Jain, Ram Ganapathi, Abhijit Patait, Revanth Reddy Nalla, Niranjan Avadhanam
  • Publication number: 20210370188
    Abstract: In various examples, game session audio data—e.g., representing speech of users participating in the game—may be monitored and/or analyzed to determine whether inappropriate language is being used. Where inappropriate language is identified, the portions of the audio corresponding to the inappropriate language may be edited or modified such that other users do not hear the inappropriate language. As a result, toxic behavior or language within instances of gameplay may be censored—thereby enhancing the user experience and making online gaming environments safer for more vulnerable populations. In some embodiments, the inappropriate language may be reported—e.g., automatically—to the game developer or game application host in order to suspend, ban, or otherwise manage users of the system that have a proclivity for toxic behavior.
    Type: Application
    Filed: May 27, 2020
    Publication date: December 2, 2021
    Inventors: Jithin Thomas, Neilesh Chorakhalikar, Ambrish Dantrey, Revanth Reddy Nalla, Prakshep Mehta
  • Publication number: 20210360349
    Abstract: Apparatuses, systems, and techniques are presented to reduce noise in audio. In at least one embodiment, one or more neural networks are used to determine a noise signal in one or more speech signals.
    Type: Application
    Filed: May 14, 2020
    Publication date: November 18, 2021
    Inventors: Mihir Nyayate, Angshuman Ghosh, Revanth Reddy Nalla, Ambrish Dantrey
  • Patent number: 10871939
    Abstract: A virtual reality (VR) audio rendering system and method of using HRTF functions to quickly capture new positional cues to pre-computed audio frames responsive to changes in user position relative to sound systems. In a client-server VR system, when a user position change is detected, the client determines an appropriate HRTF based on the new position and convolves them with a set of audio frames that have been generated by the server based on a prior position, resulting in modified frames for rendering. Meanwhile, the client propagates the new position to the server to generate subsequent audio frames for the corrected position. As HRTF convolution is computationally inexpensive, the latency between user position change and the resultant sound change as perceived by the user can be significantly reduced. As a result, an immersive VR experience of the user can be preserved.
    Type: Grant
    Filed: November 7, 2018
    Date of Patent: December 22, 2020
    Assignee: NVIDIA Corporation
    Inventors: Ambrish Dantrey, Abhijit Patait, Utkarsh Patankar
  • Publication number: 20200293273
    Abstract: A virtual reality (VR) audio rendering system and method include spatializing microphone-captured real-world sounds according to a VR setting. In a game streaming system, when a player speaks through a microphone, the voice is processed by geometrical acoustic (GA) simulation configured for a virtual scene, and thereby spatialized audio effects specific to the scene are added. The GA simulation may include generating an impulse response using sound propagation simulation and dynamic HRTF-based listener directivity. When the GA-processed voice of the player is played, the local player or other fellow players can hear it as if the sound travels in the scenery and according to the geometries in the virtual scene. This mechanism can advantageously place the players' chatting in the same virtual world like built-in game audio, thereby advantageously providing enhanced immersive VR experience to users.
    Type: Application
    Filed: June 2, 2020
    Publication date: September 17, 2020
    Inventors: Ambrish Dantrey, Anshul Gupta
  • Patent number: 10705790
    Abstract: A virtual reality (VR) audio rendering system and method include spatializing microphone-captured real-world sounds according to a VR setting. In a game streaming system, when a player speaks through a microphone, the voice is processed by geometrical acoustic (GA) simulation configured for a virtual scene, and thereby spatialized audio effects specific to the scene are added. The GA simulation may include generating an impulse response using sound propagation simulation and dynamic HRTF-based listener directivity. When the GA-processed voice of the player is played, the local player or other fellow players can hear it as if the sound travels in the scenery and according to the geometries in the virtual scene. This mechanism can advantageously place the players' chatting in the same virtual world like built-in game audio, thereby advantageously providing enhanced immersive VR experience to users.
    Type: Grant
    Filed: November 7, 2018
    Date of Patent: July 7, 2020
    Assignee: NVIDIA CORPORATION
    Inventors: Ambrish Dantrey, Anshul Gupta
  • Publication number: 20200142665
    Abstract: A virtual reality (VR) audio rendering system and method include spatializing microphone-captured real-world sounds according to a VR setting. In a game streaming system, when a player speaks through a microphone, the voice is processed by geometrical acoustic (GA) simulation configured for a virtual scene, and thereby spatialized audio effects specific to the scene are added. The GA simulation may include generating an impulse response using sound propagation simulation and dynamic HRTF-based listener directivity. When the GA-processed voice of the player is played, the local player or other fellow players can hear it as if the sound travels in the scenery and according to the geometries in the virtual scene. This mechanism can advantageously place the players' chatting in the same virtual world like built-in game audio, thereby advantageously providing enhanced immersive VR experience to users.
    Type: Application
    Filed: November 7, 2018
    Publication date: May 7, 2020
    Inventors: Ambrish DANTREY, Anshul GUPTA
  • Publication number: 20200142664
    Abstract: A virtual reality (VR) audio rendering system and method of using HRTF functions to quickly capture new positional cues to pre-computed audio frames responsive to changes in user position relative to sound systems. In a client-server VR system, when a user position change is detected, the client determines an appropriate HRTF based on the new position and convolves them with a set of audio frames that have been generated by the server based on a prior position, resulting in modified frames for rendering. Meanwhile, the client propagates the new position to the server to generate subsequent audio frames for the corrected position. As HRTF convolution is computationally inexpensive, the latency between user position change and the resultant sound change as perceived by the user can be significantly reduced. As a result, an immersive VR experience of the user can be preserved.
    Type: Application
    Filed: November 7, 2018
    Publication date: May 7, 2020
    Inventors: Ambrish DANTREY, Abhijit PATAIT, Utkarsh PATANKAR
  • Patent number: 10412529
    Abstract: A virtual reality (VR) audio rendering system and method using pre-computed impulse responses (IRs) to generate audio frames in a VR setting for rendering. Based on a current position of a user or a VR object, a set of possible motions are predicted and a set of IRs are pre-computed by using a Geometric Acoustic (GA) model of a virtual scene. Once a position change is actually detected, one of the pre-computed IRs is selected and convolved with a set of audio frames to generate modified audio frames for rendering. As the modified audio frames are generated by using pre-computed IR without requiring intensive ray tracing computations, the audio latency can be significantly reduced.
    Type: Grant
    Filed: July 12, 2018
    Date of Patent: September 10, 2019
    Assignee: NVIDIA Corporation
    Inventors: Ambrish Dantrey, Anshul Gupta
  • Patent number: 9152374
    Abstract: A method includes implementing an audio framework to be executed on a data processing device with a virtual audio driver component and a User Mode Component (UMC) communicatively coupled to each other. The virtual audio driver component enables modifying an original default audio endpoint device of an application executing on the data processing device to an emulated audio device associated with a new audio endpoint in response to an initiation through the application in conjunction with the UMC. The virtual audio driver component also enables registering the new audio endpoint as the modified default audio endpoint with an operating system executing on the data processing device. Further, the virtual audio driver component enables capturing audio data intended for the original default audio endpoint device at the new audio endpoint following the registration thereof to enable control of the audio data.
    Type: Grant
    Filed: June 17, 2013
    Date of Patent: October 6, 2015
    Assignee: NVIDIA Corporation
    Inventor: Ambrish Dantrey
  • Publication number: 20150117666
    Abstract: A method includes distinctly assigning, through a driver component, each audio channel of multichannel audio data in a memory of a data processing device to one or more audio endpoint device(s) of a number of audio endpoint devices communicatively coupled to the data processing device. Each audio endpoint device of the number of audio endpoint devices is capable of supporting a number of audio channels less than a number of audio channels of the multichannel audio data. The method also includes routing, through a processor of the data processing device communicatively coupled to the memory, audio data related to the each audio channel to the appropriate one or more audio endpoint device(s) based on the assignment through the driver component to enable rendering of the multichannel audio data on the number of audio endpoint devices.
    Type: Application
    Filed: October 31, 2013
    Publication date: April 30, 2015
    Applicant: NVIDIA Corporation
    Inventor: Ambrish Dantrey
  • Publication number: 20140371890
    Abstract: A method includes implementing an audio framework to be executed on a data processing device with a virtual audio driver component and a User Mode Component (UMC) communicatively coupled to each other. The virtual audio driver component enables modifying an original default audio endpoint device of an application executing on the data processing device to an emulated audio device associated with a new audio endpoint in response to an initiation through the application in conjunction with the UMC. The virtual audio driver component also enables registering the new audio endpoint as the modified default audio endpoint with an operating system executing on the data processing device. Further, the virtual audio driver component enables capturing audio data intended for the original default audio endpoint device at the new audio endpoint following the registration thereof to enable control of the audio data.
    Type: Application
    Filed: June 17, 2013
    Publication date: December 18, 2014
    Applicant: NVIDIA Corporation
    Inventor: Ambrish Dantrey