Physically Based Real-Time Auralization of Interactive Virtual Environments

Physically Based Real-Time Auralization of Interactive Virtual Environments PDF Author: Dirk Schröder
Publisher: Logos Verlag Berlin GmbH
ISBN: 3832530312
Category : Computers
Languages : en
Pages : 227

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Book Description
Analogous to visualization, the auralization of virtual environments describes the simulation of sound propagation inside enclosures where methods of Geometrical Acoustics are mostly applied for a high-quality synthesis of aural stimuli that go along with a certain realistic behavior. In the course of this thesis, the design and implementation of the real-time room acoustics simulation software RAVEN will be described, which is a vital part of the implemented 3D sound-rendering system of RWTH Aachen University's immersive Virtual Reality system. RAVEN relies on present-day knowledge of room acoustical simulation techniques and enables a physically accurate auralization of sound propagation in complex environments including important wave effects such as sound scattering, airborne sound insulation between rooms and sound diffraction. Despite this realistic sound field rendering, not only spatially distributed and freely movable sound sources and receivers are supported at runtime but also modifications and manipulations of the environment itself. All major features are evaluated by investigating both the overall accuracy of the room acoustics simulation and the performance of implemented algorithms, and possibilities for further simulation optimizations are identified by assessing empirical studies of subjects operating in immersive environments

Physically Based Real-Time Auralization of Interactive Virtual Environments

Physically Based Real-Time Auralization of Interactive Virtual Environments PDF Author: Dirk Schröder
Publisher: Logos Verlag Berlin GmbH
ISBN: 3832530312
Category : Computers
Languages : en
Pages : 227

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Book Description
Analogous to visualization, the auralization of virtual environments describes the simulation of sound propagation inside enclosures where methods of Geometrical Acoustics are mostly applied for a high-quality synthesis of aural stimuli that go along with a certain realistic behavior. In the course of this thesis, the design and implementation of the real-time room acoustics simulation software RAVEN will be described, which is a vital part of the implemented 3D sound-rendering system of RWTH Aachen University's immersive Virtual Reality system. RAVEN relies on present-day knowledge of room acoustical simulation techniques and enables a physically accurate auralization of sound propagation in complex environments including important wave effects such as sound scattering, airborne sound insulation between rooms and sound diffraction. Despite this realistic sound field rendering, not only spatially distributed and freely movable sound sources and receivers are supported at runtime but also modifications and manipulations of the environment itself. All major features are evaluated by investigating both the overall accuracy of the room acoustics simulation and the performance of implemented algorithms, and possibilities for further simulation optimizations are identified by assessing empirical studies of subjects operating in immersive environments

Proceedings of the EAA Joint Symposium on Auralization and Ambisonics 2014

Proceedings of the EAA Joint Symposium on Auralization and Ambisonics 2014 PDF Author: Weinzierl, Stefan
Publisher: Universitätsverlag der TU Berlin
ISBN: 3798327041
Category :
Languages : en
Pages : 200

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Book Description
In consideration of the remarkable intensity of research in the field of Virtual Acoustics, including different areas such as sound field analysis and synthesis, spatial audio technologies, and room acoustical modeling and auralization, it seemed about time to organize a second international symposium following the model of the first EAA Auralization Symposium initiated in 2009 by the acoustics group of the former Helsinki University of Technology (now Aalto University). Additionally, research communities which are focused on different approaches to sound field synthesis such as Ambisonics or Wave Field Synthesis have, in the meantime, moved closer together by using increasingly consistent theoretical frameworks. Finally, the quality of virtual acoustic environments is often considered as a result of all processing stages mentioned above, increasing the need for discussions on consistent strategies for evaluation. Thus, it seemed appropriate to integrate two of the most relevant communities, i.e. to combine the 2nd International Auralization Symposium with the 5th International Symposium on Ambisonics and Spherical Acoustics. The Symposia on Ambisonics, initiated in 2009 by the Institute of Electronic Music and Acoustics of the University of Music and Performing Arts in Graz, were traditionally dedicated to problems of spherical sound field analysis and re-synthesis, strategies for the exchange of ambisonics-encoded audio material, and – more than other conferences in this area – the artistic application of spatial audio systems. This publication contains the official conference proceedings. It includes 29 manuscripts which have passed a 3-stage peer-review with a board of about 70 international reviewers involved in the process. Each contribution has already been published individually with a unique DOI on the DepositOnce digital repository of TU Berlin. Some conference contributions have been recommended for resubmission to Acta Acustica united with Acustica, to possibly appear in a Special Issue on Virtual Acoustics in late 2014. These are not published in this collection.

Sonic Interactions in Virtual Environments

Sonic Interactions in Virtual Environments PDF Author: Michele Geronazzo
Publisher: Springer Nature
ISBN: 303104021X
Category : Computers
Languages : en
Pages : 437

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Book Description
This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments.

Noise and Vibration Control in the Built Environment

Noise and Vibration Control in the Built Environment PDF Author: Jian Kang
Publisher: MDPI
ISBN: 303842420X
Category : Architecture
Languages : en
Pages : 189

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Book Description
This book is a printed edition of the Special Issue "Noise and Vibration Control in the Built Environment" that was published in Applied Sciences

Auralization

Auralization PDF Author: Michael Vorländer
Publisher: Springer Nature
ISBN: 3030512029
Category : Science
Languages : en
Pages : 370

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Book Description
Auralization is the technique of creation and reproduction of sound on the basis of computer data. With this tool it is possible to predict the character of sound signals which are generated at the source and modified by reinforcement, propagation and transmission in systems such as rooms, buildings, vehicles or other technical devices. This book is organized as a comprehensive collection of the basics of sound and vibration, acoustic modelling, simulation, signal processing and audio reproduction. With some mathematical prerequisites, the readers will be able to follow the main strategy of auralization easily and work out their own implementations of auralization in various fields of application in architectural acoustics, acoustic engineering, sound design and virtual reality. For readers interested in basic research, the technique of auralization may be useful to create sound stimuli for specific investigations in linguistic, medical, neurological and psychological research, and in the field of human-machine interaction.

Combined Wave and Ray Based Room Acoustic Simulations of Small Rooms

Combined Wave and Ray Based Room Acoustic Simulations of Small Rooms PDF Author: Marc Aretz
Publisher: Logos Verlag Berlin GmbH
ISBN: 3832532420
Category : Science
Languages : en
Pages : 221

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Book Description
The present thesis establishes a complete framework for the combination of finite element and classical ray based acoustic simulations in small rooms and discusses the inherent challenges and limitations including all aspects of sound generation, sound reflection and sound reception. In this context, the thesis gives detailed guidelines for the best-possible determination of all necessary input data for both simulation domains. The overall potential of the presented combined approach is assessed by conducting extensive objective and subjective comparisons of measurement and simulation results for three types of acoustically relevant small spaces (a scale-model reverberation room, a recording studio and two different car passenger compartments).

Perceptual Aspects Of Sound Scattering In Concert Halls

Perceptual Aspects Of Sound Scattering In Concert Halls PDF Author: Renzo Vitale
Publisher: Logos Verlag Berlin GmbH
ISBN: 3832539921
Category : Architecture
Languages : en
Pages : 148

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Book Description
This work aims to expand the understanding of sound scattering in architectural spaces as well as the comprehension of its influence on the auditory perception in concert halls. The notion of scattering coefficient, which numerically represents the physical phenomenon of sound scattering, constitutes the main paradigm for the entire work. In a first part, the scattering coefficient is introduced in its meaning and implications. New empirical data of scattering objects have been determined and a revised scale model of a reverberation chamber for avoiding measurement accuracies is presented. A case study of classroom acoustics proves the benefit of experimental data on the accuracy of acoustic computer simulations. Furthermore, the implementation of scattering coefficient in different room acoustic computer software is shown by using a concert hall as a case study. In a second part, the relationship between scattering coefficient and auditory perception is explored. Binaural impulse responses have been determined for different scenarios, such as two virtual enclosed spaces and one real concert hall, and convolved with music samples to be used in listening tests. Results from listening tests show how changes in scattering coefficient of diffusing surfaces affect the perception of music among the audience in concert halls.

Acoustics in the Built Environment: a Challenge for Improving the Quality of Life

Acoustics in the Built Environment: a Challenge for Improving the Quality of Life PDF Author: Arianna Astolfi
Publisher: Frontiers Media SA
ISBN: 2889762734
Category : Technology & Engineering
Languages : en
Pages : 170

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Book Description


Partitioned convolution algorithms for real-time auralization

Partitioned convolution algorithms for real-time auralization PDF Author: Frank Wefers
Publisher: Logos Verlag Berlin GmbH
ISBN: 3832539433
Category : Computers
Languages : en
Pages : 278

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Book Description
This work discusses methods for efficient audio processing with finite impulse response (FIR) filters. Such filters are widely used for high-quality acoustic signal processing, e.g. for headphone or loudspeaker equalization, in binaural synthesis, in spatial sound reproduction techniques and for the auralization of reverberant environments. This work focuses on real-time applications, where the audio processing is subject to minimal delays (latencies). Different fast convolution concepts (transform-based, interpolation-based and number-theoretic), which are used to implement FIR filters efficiently, are examined regarding their applicability in real-time. These fast, elementary techniques can be further improved by the concept of partitioned convolution. This work introduces a classification and a general framework for partitioned convolution algorithms and analyzes the algorithmic classes which are relevant for real-time filtering: Elementary concepts which do not partition the filter impulse response (e.g. regular Overlap-Add and Overlap-Save convolution) and advanced techniques, which partition filters uniformly and non-uniformly. The algorithms are thereby regarded in their analytic complexity, their performance on target hardware, the optimal choice of parameters, assemblies of multiple filters, multi-channel processing and the exchange of filter impulse responses without audible artifacts. Suitable convolution techniques are identified for different types of audio applications, ranging from resource-aware auralizations on mobile devices to extensive room acoustics audio rendering using dedicated multi-processor systems.

Anthropometric Individualization of Head-Related Transfer Functions Analysis and Modeling

Anthropometric Individualization of Head-Related Transfer Functions Analysis and Modeling PDF Author: Ramona Bomhardt
Publisher: Logos Verlag Berlin GmbH
ISBN: 3832545433
Category : Science
Languages : en
Pages : 162

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Book Description
Human sound localization helps to pay attention to spatially separated speakers using interaural level and time differences as well as angle-dependent monaural spectral cues. In a monophonic teleconference, for instance, it is much more difficult to distinguish between different speakers due to missing binaural cues. Spatial positioning of the speakers by means of binaural reproduction methods using head-related transfer functions (HRTFs) enhances speech comprehension. These HRTFs are influenced by the torso, head and ear geometry as they describe the propagation path of the sound from a source to the ear canal entrance. Through this geometry-dependency, the HRTF is directional and subject-dependent. To enable a sufficient reproduction, individual HRTFs should be used. However, it is tremendously difficult to measure these HRTFs. For this reason this thesis proposes approaches to adapt the HRTFs applying individual anthropometric dimensions of a user. Since localization at low frequencies is mainly influenced by the interaural time difference, two models to adapt this difference are developed and compared with existing models. Furthermore, two approaches to adapt the spectral cues at higher frequencies are studied, improved and compared. Although the localization performance with individualized HRTFs is slightly worse than with individual HRTFs, it is nevertheless still better than with non-individual HRTFs, taking into account the measurement effort.