The soundtrack has geometry
Immersive formats are authored around expected loudspeaker positions. In a real room, doors, windows, HVAC, lighting, screen construction and architecture often force the physical speaker away from that ideal location.
The result can be a spatial error even when the speaker measures perfectly flat: the sound is simply arriving from the wrong direction.
The 3D microphone measures the actual loudspeaker position
During the reference measurement, Trinnov localises each loudspeaker in distance, azimuth and elevation. The processor therefore knows where the speaker actually is rather than assuming it was installed at a nominal angle.
That measured geometry becomes a second dataset alongside level, delay, amplitude and phase response.
Remapping reconstructs the intended position
When content is decoded, Trinnov compares the intended sound location with the measured speaker geometry. Adjacent loudspeakers can then be used together, via controlled imaging, to move the perceived sound towards the intended position.
This does not physically move a loudspeaker. It changes the reproduction strategy so that the listener perceives a more accurate spatial location.
2D and 3D modes are different
2D Remapping works in the horizontal plane and is more relevant to conventional surround layouts. 3D Remapping includes elevation and is the meaningful option for immersive systems with height layers.
Remapping is independent from an upmixer. It corrects loudspeaker geometry; it does not create additional programme content.
Remapping is not permission to ignore speaker placement
Good physical placement remains the first goal. Remapping is most valuable for unavoidable compromises and for reconciling the different placement conventions used by immersive formats.
A badly located, poorly aimed or acoustically obstructed loudspeaker still imposes limitations that signal processing cannot erase.
Useful official references.
Product features and software capabilities can evolve. Check the current manufacturer documentation for a live project.