Partitioned convolution algorithms for real-time auralization


Book Description

This work discusses methods for efficient audio processing with finite impulse response (FIR) filters. Such filters are widely used for high-quality acoustic signal processing, e.g. for headphone or loudspeaker equalization, in binaural synthesis, in spatial sound reproduction techniques and for the auralization of reverberant environments. This work focuses on real-time applications, where the audio processing is subject to minimal delays (latencies). Different fast convolution concepts (transform-based, interpolation-based and number-theoretic), which are used to implement FIR filters efficiently, are examined regarding their applicability in real-time. These fast, elementary techniques can be further improved by the concept of partitioned convolution. This work introduces a classification and a general framework for partitioned convolution algorithms and analyzes the algorithmic classes which are relevant for real-time filtering: Elementary concepts which do not partition the filter impulse response (e.g. regular Overlap-Add and Overlap-Save convolution) and advanced techniques, which partition filters uniformly and non-uniformly. The algorithms are thereby regarded in their analytic complexity, their performance on target hardware, the optimal choice of parameters, assemblies of multiple filters, multi-channel processing and the exchange of filter impulse responses without audible artifacts. Suitable convolution techniques are identified for different types of audio applications, ranging from resource-aware auralizations on mobile devices to extensive room acoustics audio rendering using dedicated multi-processor systems.




Proceedings of the EAA Joint Symposium on Auralization and Ambisonics 2014


Book Description

In consideration of the remarkable intensity of research in the field of Virtual Acoustics, including different areas such as sound field analysis and synthesis, spatial audio technologies, and room acoustical modeling and auralization, it seemed about time to organize a second international symposium following the model of the first EAA Auralization Symposium initiated in 2009 by the acoustics group of the former Helsinki University of Technology (now Aalto University). Additionally, research communities which are focused on different approaches to sound field synthesis such as Ambisonics or Wave Field Synthesis have, in the meantime, moved closer together by using increasingly consistent theoretical frameworks. Finally, the quality of virtual acoustic environments is often considered as a result of all processing stages mentioned above, increasing the need for discussions on consistent strategies for evaluation. Thus, it seemed appropriate to integrate two of the most relevant communities, i.e. to combine the 2nd International Auralization Symposium with the 5th International Symposium on Ambisonics and Spherical Acoustics. The Symposia on Ambisonics, initiated in 2009 by the Institute of Electronic Music and Acoustics of the University of Music and Performing Arts in Graz, were traditionally dedicated to problems of spherical sound field analysis and re-synthesis, strategies for the exchange of ambisonics-encoded audio material, and – more than other conferences in this area – the artistic application of spatial audio systems. This publication contains the official conference proceedings. It includes 29 manuscripts which have passed a 3-stage peer-review with a board of about 70 international reviewers involved in the process. Each contribution has already been published individually with a unique DOI on the DepositOnce digital repository of TU Berlin. Some conference contributions have been recommended for resubmission to Acta Acustica united with Acustica, to possibly appear in a Special Issue on Virtual Acoustics in late 2014. These are not published in this collection.




Sound and Music Computing


Book Description

This book is a printed edition of the Special Issue "Sound and Music Computing" that was published in Applied Sciences




Anthropometric Individualization of Head-Related Transfer Functions Analysis and Modeling


Book Description

Human sound localization helps to pay attention to spatially separated speakers using interaural level and time differences as well as angle-dependent monaural spectral cues. In a monophonic teleconference, for instance, it is much more difficult to distinguish between different speakers due to missing binaural cues. Spatial positioning of the speakers by means of binaural reproduction methods using head-related transfer functions (HRTFs) enhances speech comprehension. These HRTFs are influenced by the torso, head and ear geometry as they describe the propagation path of the sound from a source to the ear canal entrance. Through this geometry-dependency, the HRTF is directional and subject-dependent. To enable a sufficient reproduction, individual HRTFs should be used. However, it is tremendously difficult to measure these HRTFs. For this reason this thesis proposes approaches to adapt the HRTFs applying individual anthropometric dimensions of a user. Since localization at low frequencies is mainly influenced by the interaural time difference, two models to adapt this difference are developed and compared with existing models. Furthermore, two approaches to adapt the spectral cues at higher frequencies are studied, improved and compared. Although the localization performance with individualized HRTFs is slightly worse than with individual HRTFs, it is nevertheless still better than with non-individual HRTFs, taking into account the measurement effort.




Sonic Interactions in Virtual Environments


Book Description

This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments.




Physically Based Real-Time Auralization of Interactive Virtual Environments


Book Description

Analogous to visualization, the auralization of virtual environments describes the simulation of sound propagation inside enclosures where methods of Geometrical Acoustics are mostly applied for a high-quality synthesis of aural stimuli that go along with a certain realistic behavior. In the course of this thesis, the design and implementation of the real-time room acoustics simulation software RAVEN will be described, which is a vital part of the implemented 3D sound-rendering system of RWTH Aachen University's immersive Virtual Reality system. RAVEN relies on present-day knowledge of room acoustical simulation techniques and enables a physically accurate auralization of sound propagation in complex environments including important wave effects such as sound scattering, airborne sound insulation between rooms and sound diffraction. Despite this realistic sound field rendering, not only spatially distributed and freely movable sound sources and receivers are supported at runtime but also modifications and manipulations of the environment itself. All major features are evaluated by investigating both the overall accuracy of the room acoustics simulation and the performance of implemented algorithms, and possibilities for further simulation optimizations are identified by assessing empirical studies of subjects operating in immersive environments




Sound - Perception - Performance


Book Description

Musical Performance covers many aspects like Musical Acoustics, Music Psychology, or motor and prosodic actions. It deals with basic concepts of the origin or music and its evolution, ranges over neurocognitive foundations, and covers computational, technological, or simulation solutions. This volume gives an overview about current research in the foundation of musical performance studies on all these levels. Recent concepts of synchronized systems, evolutionary concepts, basic understanding of performance as Gestalt patterns, theories of chill as performance goals or historical aspects are covered. The neurocognitive basis of motor action in terms of music, musical syntax, as well as therapeutic aspects are discussed. State-of-the-art applications in performance realizations, like virtual room acoustics, virtual musicians, new concepts of real-time physical modeling using complex performance data as input or sensor and gesture studies with soft- and hardware solutions are presented. So although the field is still much larger, this volume presents current trends in terms of understanding, implementing, and perceiving performance.




Building Performance Simulation for Design and Operation


Book Description

When used appropriately, building performance simulation has the potential to reduce the environmental impact of the built environment, to improve indoor quality and productivity, as well as to facilitate future innovation and technological progress in construction. Since publication of the first edition of Building Performance Simulation for Design and Operation, the discussion has shifted from a focus on software features to a new agenda, which centres on the effectiveness of building performance simulation in building life cycle processes. This new edition provides a unique and comprehensive overview of building performance simulation for the complete building life cycle from conception to demolition, and from a single building to district level. It contains new chapters on building information modelling, occupant behaviour modelling, urban physics modelling, urban building energy modelling and renewable energy systems modelling. This new edition keeps the same chapter structure throughout including learning objectives, chapter summaries and assignments. Moreover, the book: • Provides unique insights into the techniques of building performance modelling and simulation and their application to performance-based design and operation of buildings and the systems which service them. • Provides readers with the essential concepts of computational support of performance-based design and operation. • Provides examples of how to use building simulation techniques for practical design, management and operation, their limitations and future direction. It is primarily intended for building and systems designers and operators, and postgraduate architectural, environmental or mechanical engineering students.




Auralization


Book Description

This is the first focused and detailed textbook on acoustic virtual reality. Auralization is the creation of audible acoustic sceneries from computer-generated data. The term "auralization" is to be understood as being analogue to the well-known technique of "visualization". In visual illustration of scenes, data or any other meaningful information, in movie animation and in computer graphics, we describe the process of "making visible" as visualization. In acoustics, auralization is taking place when acoustic effects, primary sound signals or means of sound reinforcement or sound transmission, are processed to be presented by using electro-acoustic equipment. This book is organized as a comprehensive collection of basics, methodology and strategies of acoustic simulation and auralization.




Concert Hall Acoustics


Book Description

The acoustic quality of a concert hall has frequently posed a mysterious puzzle, namely, what physical aspects of the sound field can produce superior sound for the listener. The author has been probing for more than adecade into the subjective qualities preferred for musical and speech sounds. The result of his extensive investigations - the discovery that four and only four independent parameters contribute effectively to good acoustics - is summarized in the present book. The capability of calculating acoustical quality at any seat in a proposed concert hall is a unique and quite useful aspect of Ando's design method. Alternative architectural schemes can be compared based on the number of seats which exceeds a previously accepted minimum standard of acoustical quality.