Abstract

Virtual reality (VR) is increasingly important for exploring the real world, which has partially moved to virtual workplaces. In order to create immersive presence in a simulated scene for humans, VR needs to reproduce spatial audio that describes three-dimensional acoustic characteristics in the counterpart physical environment. When the user moves, this reproduction should be dynamically updated, which provides practical challenges because the bandwidth for continuously transmitting audio and video scene data may be limited. This paper proposes an interpolation approach for dynamic spatial audio reproduction using acoustic characteristics of direction and reverberation at limited numbers of positions, which are represented using a first order Ambisonics encoding of the room impulse response (RIR), called the directional RIR (DRIR). We decompose two known DRIRs into reflection components, before interpolating early dominant components for DRIR synthesis and utilizing DRIR recordings for accuracy evaluation. Results indicate that the most accurate interpolation is obtained by the proposed method over two comparative approaches, particularly in a simulated small room where most direction of arrival estimation errors of early components are below five degrees. These findings suggest precise interpolated DRIRs with limited data using the proposed approach, which is vital for dynamic spatial audio reproduction for VR applications.

Highlights

  • Virtual reality (VR) is one of the most fundamental efforts of humans to explore the real world using a simulated environment

  • Two representative approaches of directional RIR (DRIR) interpolation are compared, including the linear interpolation proposed by Southern [4] and the regularized least square algorithm by Tylka [16]

  • The time of arrival (TOA) error is the absolute error between the time-points of the peaks of the direct sound and specular reflections extracted from the interpolated and known DRIRs at the chosen listening positions

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Summary

Introduction

Virtual reality (VR) is one of the most fundamental efforts of humans to explore the real world using a simulated environment. VR sessions are required to reproduce the spatial audio that is perceived to provide the three-dimensional (3D) acoustic characteristics of the real environment, including sound source direction and reverberation. This is typically achieved using binaural reproduction techniques over headphones. As VR users are inclined to move around the virtual space, the spatial audio needs to be reproduced dynamically to match the user’s location relative to the sound source. Due to the limited storage in real-world products, the dynamic reproduction usually requires continuously transmitting binaural signals through telecommunication to match the user position, which provides practical challenges because the transmission bandwidth can be limited. An efficient and effective method is urgently needed for dynamic spatial audio reproduction

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