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The capture and recreation of 3D auditory scenes.

机译:3D听觉场景的捕获和娱乐。

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摘要

The main goal of this research is to develop the theory and implement practical tools (in both software and hardware) for the capture and recreation of 3D auditory scenes. Our research is expected to have applications in virtual reality, telepresence, film, music, video games, auditory user interfaces, and sound-based surveillance.; The first part of our research is concerned with sound capture via a spherical microphone array. The advantage of this array is that it can be steered into any 3D directions digitally with the same beampattern. We develop design methodologies to achieve flexible microphone layouts, optimal beampattern approximation and robustness constraint. We also design novel hemispherical and circular microphone array layouts for more spatially constrained auditory scenes.; Using the captured audio, we then propose a unified and simple approach for recreating them by exploring the reciprocity principle that is satisfied between the two processes. Our approach makes the system easy to build, and practical. Using this approach, we can capture the 3D sound field by a spherical microphone array and recreate it using a spherical loudspeaker array, and ensure that the recreated sound field matches the recorded field up to a high order of spherical harmonics. For some regular or semi-regular microphone layouts, we design an efficient parallel implementation of the multi-directional spherical beamformer by using the rotational symmetries of the beampattern and of the spherical microphone array. This can be implemented in either software or hardware and easily adapted for other regular or semi-regular layouts of microphones. In addition, we extend this approach for headphone-based system.; Design examples and simulation results are presented to verify our algorithms. Prototypes are built and tested in real-world auditory scenes.
机译:这项研究的主要目的是为3D听觉场景的捕捉和娱乐开发理论并实施实用工具(包括软件和硬件)。预计我们的研究将在虚拟现实,网真,电影,音乐,视频游戏,听觉用户界面和基于声音的监视中应用。我们研究的第一部分涉及通过球形麦克风阵列捕获声音。该阵列的优点在于,可以使用相同的波束图将其数字转向任何3D方向。我们开发设计方法以实现灵活的麦克风布局,最佳的波束图逼近和鲁棒性约束。我们还设计了新颖的半球形和圆形麦克风阵列布局,以在空间上限制听觉场景。然后,使用捕获的音频,通过探索两个过程之间满足的互惠原理,我们提出了一种统一且简单的方法来重新创建它们。我们的方法使系统易于构建且实用。使用这种方法,我们可以通过球形麦克风阵列捕获3D声场,并使用球形扬声器阵列对其进行重新创建,并确保重新创建的声场与记录的场相匹配,直到高次谐波为止。对于某些常规或半常规麦克风布局,我们通过使用波束方向图和球形麦克风阵列的旋转对称性,设计了多向球形波束形成器的高效并行实现。这可以通过软件或硬件来实现,并且可以轻松地适用于其他常规或半常规麦克风布局。另外,我们将这种方法扩展到基于耳机的系统。给出设计实例和仿真结果以验证我们的算法。原型是在真实的听觉场景中构建和测试的。

著录项

  • 作者

    Li, Zhiyun.;

  • 作者单位

    University of Maryland, College Park.;

  • 授予单位 University of Maryland, College Park.;
  • 学科 Computer Science.; Physics Acoustics.
  • 学位 Ph.D.
  • 年度 2005
  • 页码 184 p.
  • 总页数 184
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 自动化技术、计算机技术;声学;
  • 关键词

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