Abstract

A binaural rendering is a technology that generates a realistic sound for a user with a stereo headphone, so it is essential for the stereo headphone based virtual reality (VR) service. However, the binaural rendering has a problem that it cannot reflect the user's free movement in the VR. Because the VR sound does not match with the visual scene when the user moves freely in the VR space, the performance of the VR may be degraded. To reduce the mismatch problem in the VR, the complex plane based stereo realistic sound generation method was proposed to allow the user’s free movement in the VR causing the change of the distance and azimuth between the user and the speaker. For the calculation of the distance and the azimuth between the user and the speaker by the user’s position change, the 5.1 multichannel speaker playback system and the user are placed in the complex plane. Then, the distance and the azimuth between the user and the speaker can be simply calculated as the distance and the angle between two points in the complex plane. The 5.1 multichannel audio signals are scaled by the estimated five distances according to the inverse square law, and the scaled multichannel audio signals are mapped to the newly generated virtual 5.1 multichannel speaker layout using the measured five azimuths and the azimuth by the head movement. Finally, we can successfully obtain the stereo realistic sound to reflect the user’s position change and the head movement through the binaural rendering using the scaled and mapped 5.1 multichannel audio signals and the HRTF coefficients. Experimental results show that the proposed method can generate the realistic audio sound reflecting the user’s position and azimuth change in the VR only with less than about 5 % error rate.

Highlights

  • Users should have their own multi-channel audio playback environment to enjoy the realistic sound by multichannel audio signals

  • The confidence intervals of the evaluated azimuth and distance are very wide, so the listening www.ijacsa.thesai.org test results show that the performance of the proposed method may be rather poor. It is because the proposed method used only the head related transfer function (HRTF) coefficients of the 5.1 multi-channel speaker layout, namely, the proposed method did not have the sufficient resolution of the HRTF coefficients to generate the realistic audio sound according to the user’s free movement in the virtual reality (VR)

  • The realistic audio is essential to enjoy the realistic services such as VR, but there is a limitation that multi-channel audio playback environment is involved for the realistic audio

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Summary

INTRODUCTION

Users should have their own multi-channel audio playback environment to enjoy the realistic sound by multichannel audio signals. Since the stereo realistic sound generation through binaural rendering with a fixed HRTF cannot reflect the user’s position change, there is a gap between the visual scene and the sound causing the performance degradation of the VR service. The CPP based sound scene control scheme used only the HRTF coefficients of the 5.1 multi-channel speaker layout, so the data rate of the HRTF coefficients is exactly same as the original binaural rendering. The CPP based sound scene control method mapped the original multi-channel audio signals onto the new 5.1 multi-channel speaker layout rearranged by the user’s head movement. The proposed method can improve the overall performance of the VR service by generating the realistic sound that reflects the user’s free movement including the head movement.

Binaural Rendering for VR
Sound Scene Control of Stereo Realistic Sound Reflecting Azimuth Change in VR
H Left Lf hm
H Right 160
PROPOSED STEREO REALISTIC SOUND GENERATION FOR FREE MOVEMENT IN VR
RESULTS AND DISCUSSION
CONCLUSION
Full Text
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