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Frame-Independent and Parallel Method for 3D Audio Real-Time Rendering on Mobile Devices

机译:移动设备上3D音频实时渲染的独立于帧的并行方法

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As 3D audio is a fundamental medium of virtual reality (VR), 3D audio real-time rendering technique is essential for the implementation of VR, especially on the mobile devices. While constrained by the limited computational power, the computation load is too high to implement 3D audio real-time rendering on the mobile devices. To solve this problem, we propose a frame-independent and parallel method of framing convolution, to parallelize process of 3D audio rendering using head-related transfer function (HRTF). In order to refrain from the dependency of overlap-add convolution over the adjacent frames, the data of convolution result is added on the final results of the two adjacent frames. We found our method could reduce the calculation time of 3D audio rendering significantly. The results were 0.74 times, 0.5 times and 0.36 times the play duration of si03.wav (length of 27 s), with Snapdragon 801, Kirin 935 and Helio X10 Turbo, respectively.
机译:由于3D音频是虚拟现实(VR)的基本介质,因此3D音频实时渲染技术对于VR的实现至关重要,尤其是在移动设备上。尽管受到有限的计算能力的限制,但计算负荷过高,无法在移动设备上实现3D音频实时渲染。为了解决这个问题,我们提出了一种与帧无关的帧卷积并行方法,以使用与头部相关的传递函数(HRTF)来并行化3D音频渲染过程。为了避免重叠相加卷积对相邻帧的依赖性,将卷积结果的数据添加到两个相邻帧的最终结果上。我们发现我们的方法可以大大减少3D音频渲染的计算时间。结果分别是Snapdragon 801,麒麟935和Helio X10 Turbo的si03.wav(长度为27 s)的播放时间的0.74倍,0.5倍和0.36倍。

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