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Efficient HRTF-based Spatial Audio for Area and Volumetric Sources

机译:基于HRTF的高效空间音频,用于区域和体积来源

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We present a novel spatial audio rendering technique to handle sound sources that can be represented by either an area or a volume in VR environments. As opposed to point-sampled sound sources, our approach projects the area-volumetric source to the spherical domain centered at the listener and represents this projection area compactly using the spherical harmonic (SH) basis functions. By representing the head-related transfer function (HRTF) in the same basis, we demonstrate that spatial audio which corresponds to an area-volumetric source can be efficiently computed as a dot product of the SH coefficients of the projection area and the HRTF. This results in an efficient technique whose computational complexity and memory requirements are independent of the complexity of the sound source. Our approach can support dynamic area-volumetric sound sources at interactive rates. We evaluate the performance of our technique in large complex VR environments and demonstrate significant improvement over the naive point-sampling technique. We also present results of a user evaluation, conducted to quantify the subjective preference of the user for our approach over the point-sampling approach in VR environments.
机译:我们提出了一种新颖的空间音频渲染技术,以处理可以由VR环境中的区域或体积表示的声源。相对于点采样声源,我们的方法将区域体积声源投影到以听众为中心的球形区域,并使用球形谐波(SH)基函数紧凑地表示此投影区域。通过在相同的基础上表示与头部相关的传递函数(HRTF),我们证明了可以将与面积体积源相对应的空间音频有效地计算为投影区域和HRTF的SH系数的点积。这导致一种有效的技术,其计算复杂度和存储要求与声源的复杂度无关。我们的方法可以以交互速率支持动态的区域体积声源。我们评估了我们的技术在大型复杂VR环境中的性能,并证明了相对于朴素的点采样技术的显着改进。我们还介绍了用户评估的结果,以量化用户对我们的方法的主观偏好,而不是VR环境中的点采样方法。

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