Fast synthesis of perceptually adequate room impulse responses from ultrasonic measurements

Jing Yang, Felix Pfreundtner, Amit Barde, K. Heutschi, Gábor Sörös
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引用次数: 1

Abstract

Audio augmented reality (AAR) applications need to render virtual sounds with acoustic effects that match the real environment of the user to create an experience with strong sense of presence. This audio rendering process can be formulated as the convolution between the dry sound signal and the room impulse response (IR) that covers the audible frequency spectrum (20Hz - 20kHz). While the IR can be pre-calculated in virtual reality (VR) scenes, AR applications need to continuously estimate it. We propose a method to synthesize room IRs based on the corresponding IR in the ultrasound frequency band (20kHz - 22kHz) and two parameters we propose in this paper: slope factor and RT60 ratio. We assess the synthesized IRs using common acoustic metrics and we conducted a user study to evaluate participants' perceptual similarity between the sounds rendered with the synthesized IR and with the recorded IR in different rooms. The method requires only a small number of pre-measurements in the environment to determine the synthesis parameters and it uses only inaudible signals at runtime for fast IR synthesis, making it well suited for interactive AAR applications.
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从超声波测量中快速合成感知上足够的房间脉冲响应
音频增强现实(AAR)应用程序需要渲染具有与用户真实环境相匹配的声学效果的虚拟声音,以创造具有强烈存在感的体验。这个音频渲染过程可以被表述为干声信号和覆盖可听频谱(20Hz - 20kHz)的房间脉冲响应(IR)之间的卷积。虽然在虚拟现实(VR)场景中可以预先计算IR,但AR应用需要不断地估计它。我们提出了一种基于超声频段(20kHz - 22kHz)对应的红外和本文提出的两个参数:斜率因子和RT60比来合成房间红外的方法。我们使用常见的声学指标来评估合成红外,并进行了一项用户研究,以评估参与者在不同房间中使用合成红外和录制红外呈现的声音之间的感知相似性。该方法只需要在环境中进行少量的预测量来确定合成参数,并且在运行时仅使用不可听信号进行快速红外合成,使其非常适合交互式AAR应用。
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