3D Sound Synthesis Using the Head Related Transfer Function


Book Description

Three-dimensional (3D) sound is a significant component of virtual reality. 3D sound systems or directional sound systems are designed to animate the sound space produced by real sound sources. In this thesis, basic concepts of 3D sound are introduced. The Head Related Transfer Functions (HRTFs) are analyzed in both the time and frequency domain. A 3D sound system is implemented using practical, measured HRTF data.




3-D Audio Using Loudspeakers


Book Description

3-D Audio Using Loudspeakers is concerned with 3-D audio systems implemented using a pair of conventional loudspeakers. A well-known problem with these systems is the requirement that the listener be properly positioned for the 3-D illusion to function correctly. This book proposes using the tracked position of the listener's head to optimize the acoustical presentation, thus producing a much more realistic illusion over a larger listening area than existing loudspeaker 3-D audio systems. Head-tracking can be accomplished by applying pattern recognition techniques to images obtained from a video camera. Thus, an immersive audio environment can be created without donning headphones or other equipment. 3-D Audio Using Loudspeakers discusses the theory, implementation, and testing of a head-tracked loudspeaker 3-D audio system. Crosstalk cancellers that can be steered to the location of a tracked listener are described. The objective performance of these systems has been evaluated using simulations and acoustical measurements made at the ears of human subjects. Many sound localization experiments were also conducted; the results show that head-tracking both significantly improves localization when the listener is displaced from the ideal listening location, and also enables dynamic localization cues. Much of the theory and experimental results presented are also applicable to loudspeaker 3-D audio systems in general, not just head-tracked ones. 3-D Audio Using Loudspeakers is of interest to researchers studying virtual acoustic displays, and to engineers developing the same. The book serves as a valuable reference to anyone working in this field.




Head-Related Transfer Function and Acoustic Virtual Reality


Book Description

This book covers all aspects of head-related transfer function (HRTF), from the fundamentals through to the latest applications, such as 3D sound systems. An introductory chapter defines HRTF, describes the coordinate system used in the book, and presents the most recent research achievements in the field. HRTF and sound localization in the horizontal and median planes are then explained, followed by discussion of individual differences in HRTF, solutions to this individuality (personalization of HRTF), and methods of sound image control for an arbitrary 3D direction, encompassing both classic theory and state of the art data. The relations between HRTF and sound image distance and between HRTF and speech intelligibility are fully explored, and measurement and signal processing methods for HRTF are examined in depth. Here, supplementary material is provided to enable readers to measure and analyze HRTF by themselves. In addition, some typical HRTF databases are compared. The final two chapters are devoted to the principles and applications of acoustic virtual reality. This clearly written book will be ideal for all who wish to learn about HRTF and how to use it in their research.




Head-Related Transfer Function and Virtual Auditory Display


Book Description

This book systematically details the basic principles and applications of head-related transfer function (HRTF) and virtual auditory display (VAD), and reviews the latest developments in the field, especially those from the author’s own state-of-the-art research group. Head-Related Transfer Function and Virtual Auditory Display covers binaural hearing and the basic principles, experimental measurements, computation, physical characteristics analyses, filter design, and customization of HRTFs. It also details the principles and applications of VADs, including headphone and loudspeaker-based binaural reproduction, virtual reproduction of stereophonic and multi-channel surround sound, binaural room simulation, rendering systems for dynamic and real-time virtual auditory environments, psychoacoustic evaluation and validation of VADs, and a variety of applications of VADs. This guide provides all the necessary knowledge and latest results for researchers, graduate students, and engineers who work in the field of HRTF and VAD.







Adaptive 3D Sound Systems


Book Description

Adaptive 3D Sound Systems focuses on creating multiple virtual sound sources in 3D reverberant spaces using adaptive filters. Adaptive algorithms are introduced and explained, including the multiple-error filtered-x algorithm and the adjoint LMS algorithm. The book covers the physical, psychoacoustical, and signal processing aspects of adaptive and non-adaptive 3D sound systems. Included is an introduction to spatial hearing, sound localization and reverberation, frequency selectivity of the human auditory system, the state of the art in HRTF-based 3D sound systems, binaural synthesis, and loudspeaker displays. The adaptive approach to HRTF-based 3D sound systems is examined in detail for the general case of creating multiple virtual sound sources at the ears of multiple listeners in a reverberant 3D space. The derived solution can be applied to other applications, such as cross-talk cancellation, loudspeakers and room equalization, concert hall simulation, and active sound control. Several solutions for the problem of moving listeners are introduced. Strategies for enlarging the zones of equalization around the listeners' ears, correct loudspeakers positioning, and using multiresolution filters are proposed. Fast multiresolution spectral analysis using non-uniform sampling is developed for implementation of multiresolution filters. The well-focused topics, along with implementation details for adaptive algorithms, make Adaptive 3D Sound Systems suitable for multimedia applications programmers, advanced level students, and researchers in audio and signal processing.







Virtual Reality


Book Description

This book constitutes the refereed proceedings of the Second International Conference on Virtual Reality, ICVR 2007, held in Beijing, China. It covers 3D rendering and visualization, interacting and navigating in virtual and augmented environments, industrial applications of virtual reality, as well as health, cultural, educational and entertainment applications.




A Comparison of Various Types of Head-Related Transfer Functions for 3-D Sound in the Virtual Environment


Book Description

Simulation using virtual reality (VR) is becoming an effective tool for the Army in training soldiers to do their required tasks. In VR, the human operator can interact with a wide variety of computer generated worlds developed from real or imaginary scenarios or both. The training that a soldier receives by simulation is usually cost effective to the Army and in a number of cases is safer for the individual than training in the real environment. Three dimensional (3-D) sound in the virtual environment (VE) provides a more realistic simulation of acoustic environments compared to diotic (mono) or dichotic (stereo) sound presentation. The major benefit of using 3-D sound is that an individual can determine the sound source direction. When sounds that are perceived to have direction and sights that represent virtual objects that produce the sounds are provided through a head mounted display, a person can monitor and identify sources of information from all possible locations. The purpose of this study was to determine if 3-D sound generated by a 3-D sound system could enhance the realism or fidelity of the VE. The main objective of the study was to determine if an individual could distinguish the direction of a sound source within a reasonable degree of accuracy. Three dimensional sound is produced by using a mathematical representation of the filtering characteristics of the pinnae provided through head related transfer functions (HRTFs). The HRTFs can be developed by recording a generated broadband sound using a probe microphone in the ear canal and subsequently dividing the Fourier transform of the recorded sound by that of the generated sound. When digital filtering techniques are used, HRTFs can be applied to sounds through headphones. When an arbitrary sound is filtered with HRTF based filters, the sound should appear to come from specified virtual locations outside the earphones.