A Computationally-Efficient and Perceptually-Plausible Algorithm for Binaural Room Impulse Response Simulation.
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| Title: | A Computationally-Efficient and Perceptually-Plausible Algorithm for Binaural Room Impulse Response Simulation. |
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| Authors: | WENDT, TORBEN1,2 torben.wendt@uni-oldenburg.de, VAN DE PAR, STEVEN1 steven.van.de.par@uni-oldenburg.de, EWERT, STEPHAN D.2 stephan.ewert@uni-oldenburg.de |
| Source: | AES Journal of the Audio Engineering Society: Audio, Acoustics, Applications. Nov2014, Vol. 62 Issue 11, p748-766. 19p. |
| Subjects: | Acoustical engineering software, Acoustical engineering conferences, Sound reverberation, Plausibility (Logic), Acoustic imaging, Acoustic models, Video games |
| Abstract: | A fast and perceptually-plausible binaural room reverberation rendering method is presented, suited for application in interactive evaluation environments, e.g., for hearing aid development, and for psychophysical studies, room simulation, and computer games. A hybrid approach was used to achieve a high computational efficiency and perceptual plausibility: early reflections up to a restricted low order were calculated by the image source model (ISM; Allen and Berkley [J. Acoust. Soc. Am. Vol. 66(4), 1979]). The simulation of the reverberant tail was based on a feedback delay network (FDN; Jot and Chaigne [Proc. 90th AES Conv., 1991]), which is computationally very efficient and allows explicit control of the frequency-dependent decay characteristics. The FDN approach was modified to be adaptable to room dimensions and to different wall absorption coefficients. Furthermore, it was extended to create spatially distributed reverberation for arbitrary source positions as well as arbitrary receiver orientation and position, using head related impulse responses. To evaluate the simulation method, binaural room impulse responses were measured and synthesized for various rooms. Subjective ratings of perceived room acoustical attributes, and assessment of various common room acoustical parameters, generally showed a good correspondence between simulated and real rooms. [ABSTRACT FROM AUTHOR] |
| Copyright of AES Journal of the Audio Engineering Society: Audio, Acoustics, Applications is the property of Audio Engineering Society and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Engineering Source |
| FullText | Text: Availability: 0 |
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| Header | DbId: egs DbLabel: Engineering Source An: 100110339 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: A Computationally-Efficient and Perceptually-Plausible Algorithm for Binaural Room Impulse Response Simulation. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22WENDT%2C+TORBEN%22">WENDT, TORBEN</searchLink><relatesTo>1,2</relatesTo><i> torben.wendt@uni-oldenburg.de</i><br /><searchLink fieldCode="AR" term="%22VAN+DE+PAR%2C+STEVEN%22">VAN DE PAR, STEVEN</searchLink><relatesTo>1</relatesTo><i> steven.van.de.par@uni-oldenburg.de</i><br /><searchLink fieldCode="AR" term="%22EWERT%2C+STEPHAN+D%2E%22">EWERT, STEPHAN D.</searchLink><relatesTo>2</relatesTo><i> stephan.ewert@uni-oldenburg.de</i> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22AES+Journal+of+the+Audio+Engineering+Society%3A+Audio%2C+Acoustics%2C+Applications%22">AES Journal of the Audio Engineering Society: Audio, Acoustics, Applications</searchLink>. Nov2014, Vol. 62 Issue 11, p748-766. 19p. – Name: Subject Label: Subjects Group: Su Data: <searchLink fieldCode="DE" term="%22Acoustical+engineering+software%22">Acoustical engineering software</searchLink><br /><searchLink fieldCode="DE" term="%22Acoustical+engineering+conferences%22">Acoustical engineering conferences</searchLink><br /><searchLink fieldCode="DE" term="%22Sound+reverberation%22">Sound reverberation</searchLink><br /><searchLink fieldCode="DE" term="%22Plausibility+%28Logic%29%22">Plausibility (Logic)</searchLink><br /><searchLink fieldCode="DE" term="%22Acoustic+imaging%22">Acoustic imaging</searchLink><br /><searchLink fieldCode="DE" term="%22Acoustic+models%22">Acoustic models</searchLink><br /><searchLink fieldCode="DE" term="%22Video+games%22">Video games</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: A fast and perceptually-plausible binaural room reverberation rendering method is presented, suited for application in interactive evaluation environments, e.g., for hearing aid development, and for psychophysical studies, room simulation, and computer games. A hybrid approach was used to achieve a high computational efficiency and perceptual plausibility: early reflections up to a restricted low order were calculated by the image source model (ISM; Allen and Berkley [J. Acoust. Soc. Am. Vol. 66(4), 1979]). The simulation of the reverberant tail was based on a feedback delay network (FDN; Jot and Chaigne [Proc. 90th AES Conv., 1991]), which is computationally very efficient and allows explicit control of the frequency-dependent decay characteristics. The FDN approach was modified to be adaptable to room dimensions and to different wall absorption coefficients. Furthermore, it was extended to create spatially distributed reverberation for arbitrary source positions as well as arbitrary receiver orientation and position, using head related impulse responses. To evaluate the simulation method, binaural room impulse responses were measured and synthesized for various rooms. Subjective ratings of perceived room acoustical attributes, and assessment of various common room acoustical parameters, generally showed a good correspondence between simulated and real rooms. [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of AES Journal of the Audio Engineering Society: Audio, Acoustics, Applications is the property of Audio Engineering Society and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
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| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.17743/jaes.2014.0042 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 19 StartPage: 748 Subjects: – SubjectFull: Acoustical engineering software Type: general – SubjectFull: Acoustical engineering conferences Type: general – SubjectFull: Sound reverberation Type: general – SubjectFull: Plausibility (Logic) Type: general – SubjectFull: Acoustic imaging Type: general – SubjectFull: Acoustic models Type: general – SubjectFull: Video games Type: general Titles: – TitleFull: A Computationally-Efficient and Perceptually-Plausible Algorithm for Binaural Room Impulse Response Simulation. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: WENDT, TORBEN – PersonEntity: Name: NameFull: VAN DE PAR, STEVEN – PersonEntity: Name: NameFull: EWERT, STEPHAN D. IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 11 Text: Nov2014 Type: published Y: 2014 Identifiers: – Type: issn-print Value: 15494950 Numbering: – Type: volume Value: 62 – Type: issue Value: 11 Titles: – TitleFull: AES Journal of the Audio Engineering Society: Audio, Acoustics, Applications Type: main |
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