Abstract

Many applications in spatial hearing are being enabled by the virtual and augmented reality revolution. Because of these there has been a tremendous improvement in the quality of head mounted displays, and the availability of tracking (3 DOF and 6 DOF) in an integrated environment with headphones suitable for binaural rendering. While these devices were initially focused on creating visual representations of the 3D world (in the case of VR) or a visual representation of artificial 3D objects overlaid on the real world (in the case of augmented reality), it was soon realized that unless the audio provided a degree of spatial realism that complemented the visual and was consistent with it, the sense of immersion crucial to maintaining the illusion was lost. In this talk, I will describe the engine for creating virtual simulations in real time that incorporates head motion, environmental reverberation, room materials, as well as generic or individual HRTFs. Trade-offs that allow the engine to work on archite...

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