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Real-time GPU-based convolution

机译:基于GPU的实时卷积

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摘要

The generation of spatial audio is computationally very demanding and therefore, accurate spatial audio is typically overlooked in games and virtual environment applications thus leading to a decrease in both performance and the user's sense of presence or immersion. Previous work has examined the application of the graphics processing unit to the generation of real-time spatial audio. In particular, a GPU-based convolution method was developed that allowed for real-time convolution between an arbitrarily sized auditory signal and a filter. Despite the large computational savings, that GPU-based method introduced noise/artifacts to the lower-order bytes of the resulting output signal which may have resulted in a number of perceptual consequences. This work builds upon the previous GPU-based convolution method and describe a GPU-based convolution method that employs a superior GPU that eliminates the noise/artifacts of the previous method and provides further computational savings.
机译:空间音频的生成在计算上非常苛刻,因此,在游戏和虚拟环境应用程序中通常会忽略精确的空间音频,从而导致性能以及用户的临场感或沉浸感降低。先前的工作已经检查了图形处理单元在实时空间音频生成中的应用。特别是,开发了一种基于GPU的卷积方法,该方法允许在任意大小的听觉信号和滤波器之间进行实时卷积。尽管节省了大量计算量,但基于GPU的方法仍将噪声/伪像引入到最终输出信号的低位字节中,这可能导致许多感知上的后果。这项工作建立在先前基于GPU的卷积方法的基础上,并描述了基于GPU的卷积方法,该方法采用了卓越的GPU,可消除先前方法的噪声/伪像,并进一步节省了计算量。

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