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Auralization of interactive virtual scenes containing numerous sound sources

机译:包含众多声源的交互式虚拟场景的Auralization

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Typical everyday situations usually contain a large number of sound sources. In virtual reality applications, where the processing demands for the acoustical rendering of a scene should be kept a low level, it is challenging to simulate and spatialize a high number of virtual sound sources. This work presents different solutions for rendering sound sources in virtual scenes with varying level of interactivity and complexity. For a binaural free-field auralization of up to hundreds of virtual sound sources, a model based on k-means clustering was recently developed, with the main objective to limit the number of required convolutions. To improve the perceptual quality of the rendering, the model was extended with an efficient correction of the interaural time difference of each virtual sound source. In addition to a brief benchmark analysis of the rendering module, this work also describes how this clustering approach was integrated in the open source auralization framework Virtual Acoustics.
机译:典型的日常情况通常包含大量的声源。在虚拟现实应用中,如果应该保持低电平的声学渲染的处理需求,则模拟和时空化大量虚拟声源有挑战性。这项工作提出了不同的解决方案,用于在具有不同级别的交互性和复杂度的虚拟场景中渲染声源。对于高达数百个虚拟声源的双耳自由场Auration,最近开发了一种基于K-Means集群的模型,主要目的是限制所需卷曲的数量。为了提高渲染的感知质量,模型被延长,其有效校正每个虚拟声源的互连时间差。除了对渲染模块的简要基准分析外,这项工作还介绍了如何在开源Auralization框架虚拟声学中集成该聚类方法。

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