Computationally efficient spatial rendering of late reverberation in virtual acoustic environments
For 6-DOF (degrees of freedom) interactive virtual acoustic environments (VAEs), the spatial rendering of diffuse late reverberation in addition to early (specular) reflections is important. In the interest of computational efficiency, the acoustic simulation of the late reverberation can be simplified by using a limited number of spatially distributed virtual reverb sources (VRS) each radiating incoherent signals. A sufficient number of VRS is needed to approximate spatially anisotropic late reverberation, e.g., in a room with inhomogeneous distribution of absorption at the boundaries. Here, a highly efficient and perceptually plausible method to generate and spatially render late reverberation is suggested, extending the room acoustics simulator RAZR [Wendt et al., J. Audio Eng. Soc., 62, 11 (2014)]. The room dimensions and frequency-dependent absorption coefficients at the wall boundaries are used to determine the parameters of a physically-based feedback delay network (FDN) to generate the incoherent VRS signals. The VRS are spatially distributed around the listener with weighting factors representing the spatially subsampled distribution of absorption coefficients on the wall boundaries. The minimum number of VRS required to be perceptually distinguishable from the maximum (reference) number of 96 VRS was assessed in a listening test conducted with a spherical loudspeaker array within an anechoic room. For the resulting low numbers of VRS suited for spatial rendering, optimal physically-based parameter choices for the FDN are discussed.
Code (0)
등록된 구현이 없습니다.
Tasks
Computational EfficiencySimilar Papers 제목 키워드 기반
Spatial resolution of late reverberation in virtual acoustic environments
Late reverberation involves the superposition of many sound reflections resulting in a diffuse sound field. Since the spatially resolved perception of individual diffuse reflections is impossible, simplifications can pot…
Deep Room Impulse Response Completion
Rendering immersive spatial audio in virtual reality (VR) and video games demands a fast and accurate generation of room impulse responses (RIRs) to recreate auditory environments plausibly. However, the conventional met…
Dataset of Spatial Room Impulse Responses in a Variable Acoustics Room for Six Degrees-of-Freedom Rendering and Analysis
Room acoustics measurements are used in many areas of audio research, from physical acoustics modelling and speech enhancement to virtual reality applications. This paper documents the technical specifications and choice…
Speech EnhancementComputationally-efficient and perceptually-motivated rendering of diffuse reflections in room acoustics simulation
Geometrical acoustics is well suited for simulating room reverberation in interactive real-time applications. While the image source model (ISM) is exceptionally fast, the restriction to specular reflections impacts its …
Direct and Residual Subspace Decomposition of Spatial Room Impulse Responses
Psychoacoustic experiments have shown that directional properties of the direct sound, salient reflections, and the late reverberation of an acoustic room response can have a distinct influence on the auditory perception…
Direction of Arrival Estimation