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Efficient, compelling and immersive VR audio experience using Scene Based Audio / Higher Order Ambisonics

机译:使用基于场景的音频/高阶Ambisonics提供高效,引人入胜的沉浸式VR音频体验

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For a fully immersive and compelling VR experience, the acoustic-illusion of being 'present' in the virtual world must be created. To achieve this illusion two aspects are compulsory: (1) authentic spatial audio production and (2) the need to track and adapt the audio scene to the listener's head position and orientation. This paper shows how Scene-based audio (SBA), often synonymous with Higher Order Ambisonics (HOA), is ideal for VR because its ease of acoustic capture, offline content creation, post-production, transmission and interactive rendering. Compared to object-based audio, the rendering complexity is much lower for SBA. Also, SBA can offer higher and more coherent spatial fidelity when compared to channel-based audio. One of the advantages of SBA is flexible rendering, which means that the same audio stream can be rendered to various speaker formats including binaural rendering for headphone consumption. The paper discusses the need for efficient SBA compression for VR content delivery, and presents MPEG-H as an efficient and versatile delivery system for SBA. For a personalized VR experience, accurate binaural rendering is essential. SBA can be efficiently binauralized. Its number of convolutions is proportional to the number of HOA coefficients, rather than proportional to the number of virtual loudspeakers. This means that SBA can render to a high number of virtual loudspeakers without impacting the binauralization computation cost. Furthermore, to improve the spatial perception, SBA binauralization can utilize grids of ideally positioned virtual loudspeakers based on platonic solids or otherwise regularly spaced loudspeaker configurations that are impractical in reality and unsupported in channel-based audio formats. Interactive soundfield rotation in real time is indispensable for creating VR experience. We show how SBA can be rotated and even further enhanced with other user-controlled effects, such as zooming. The paper will discuss use cases to demonstrate the capture, processing, and playback of SBA and will show potential pitfalls and design strategies for an end-to-end spatial audio system for VR. The authors will then conclude that SBA is a robust and compelling audio format for VR, and that SBA can be easily distributed via broadcast or OTT for real-time end consumer use.
机译:为了获得完全身临其境且引人入胜的VR体验,必须营造一种在虚拟世界中“呈现”的幻觉。要实现这种幻觉,必须遵守两个方面:(1)真实的空间音频产生;(2)需要跟踪音频场景并将其适应听众的头部位置和方向。本文显示了通常基于场景的音频(SBA)(通常是高阶Ambisonics(HOA)的代名词)的理想之选,因为它易于声学捕获,离线内容创建,后期制作,传输和交互式渲染。与基于对象的音频相比,SBA的呈现复杂度要低得多。而且,与基于通道的音频相比,SBA可以提供更高和更连贯的空间保真度。 SBA的优点之一是灵活的渲染,这意味着可以将相同的音频流渲染为各种扬声器格式,包括用于耳机消费的双耳渲染。本文讨论了用于VR内容交付的有效SBA压缩的需求,并提出了MPEG-H作为SBA的高效且通用的交付系统。对于个性化的VR体验,准确的双耳渲染至关重要。 SBA可以有效地双耳化。它的卷积数量与HOA系数的数量成正比,而不与虚拟扬声器的数量成正比。这意味着SBA可以渲染大量的虚拟扬声器,而不会影响双声道化计算成本。此外,为了改善空间感知,SBA双声道化可以利用基于柏拉图式固体或其他有规律间隔的扬声器配置的理想定位的虚拟扬声器的网格,这些扬声器配置实际上是不切实际的,并且在基于通道的音频格式中不受支持。实时交互式声场旋转对于创建VR体验是必不可少的。我们展示了如何通过其他用户控制的效果(例如缩放)旋转并进一步增强SBA。本文将讨论用例,以演示SBA的捕获,处理和回放,并显示用于VR的端到端空间音频系统的潜在陷阱和设计策略。然后,作者将得出结论,SBA是一种用于VR的强大且引人注目的音频格式,并且可以通过广播或OTT轻松分发SBA,以供实时最终用户使用。

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