Abstract

A real-time audio rendering system is introduced which combines a full room-specific simulation, dynamic crosstalk cancellation, and multitrack binaural synthesis for virtual acoustical imaging. The system is applicable for any room shape (normal, long, flat, coupled), independent of the a priori assumption of a diffuse sound field. This provides the possibility of simulating indoor or outdoor spatially distributed, freely movable sources and a moving listener in virtual environments. In addition to that, near-to-head sources can be simulated by using measured near-field HRTFs. The reproduction component consists of a headphone-free reproduction by dynamic crosstalk cancellation. The focus of the project is mainly on the integration and interaction of all involved subsystems. It is demonstrated that the system is capable of real-time room simulation and reproduction and, thus, can be used as a reliable platform for further research on VR applications.

Highlights

  • Virtual reality (VR) is an environment generated in the computer with which the user can operate and interact in real time

  • We describe the physical algorithmic approach of sound field modeling and 3D sound reproduction of the VR systems installed at RWTH Aachen University

  • The second part of the room impulse response is calculated on the room acoustics server to minimize the time required by the network transfer because the amount of data required to calculate the room impulse response is significantly higher than the resulting filter itself

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Summary

INTRODUCTION

Virtual reality (VR) is an environment generated in the computer with which the user can operate and interact in real time. The method of auralization with real-time performance can be integrated into the technology of “virtual reality.”. It is likely that coloration, loudness, and timbre of sound within and between the rooms are not sufficiently represented. Another example is the interactive movement of a sounding object behind a barrier or inside an opening of a structure, so that the object is no longer visible but can be heard by diffraction

Sound field modeling
Reproduction
System
ROOM ACOUSTICAL SIMULATION
Real-time capable implementation
Scene partitioning
Scene graph architecture
Image source method
Ray tracing
FILTER PROCESSING
Image sources
REPRODUCTION SYSTEM
Virtual headphone
Low-latency convolution
SYSTEM INTEGRATION
Real-time requirements
Performance of the room acoustical simulation
Image source method performance
Ray-tracing performance
Network
Overall performance
SUMMARY
Findings
OUTLOOK
Full Text
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