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一种用于VR场景的声音渲染优化方法

     

摘要

Based on the virtual scene containing hundreds of movable sound sources, due to the high computational cost of clustering stage, the traditional spatial sound rendering schemes often take up too much computing re-sources, which have become a bottleneck in the development of VR audio rendering technology. In this paper, we use fractional Fourier transform (FRFT) as a tool in sound sampling to reduce the quantization noise during the ADC conversion stage. Moreover, we improve the processing speed of sound rendering and the operation efficiency of the entire system by adding the average angle deviation threshold in the clustering step. In addition, we design and im-plement a perceptual user experiment, and validates the notion that people are more susceptible to spatial errors in different types of sound sources, especially if it is visible. Based on this conclusion, this paper proposes an improved method of sound clustering, which reduces the possibility of clustering different types of sound sources.%对于包含成百上千可移动声源的虚拟场景,由于聚类阶段所需运算代价过高,传统的空间声音渲染方案往往需要占用过多的运算资源.这已经成为 VR 音频渲染技术发展的瓶颈.本文在声音采样的过程中运用分数阶傅里叶变换这一工具,降低了模数转换阶段的量化噪声.此外,通过在聚类这一步骤中添加平均角度偏差阈值的方法提高了声音处理的运算速度,改善了整个系统的运算效率.设计并进行一项感知用户实验,证实了在可视情况下,人对不同类声源聚类产生的空间误差更加敏感这一观点.根据这一结论,本文提出了一种新的空间声音聚类方法,在可视情况下降低了不同类声源聚类为一组的可能性.

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