159 research outputs found

    Adaptive signal processing for multichannel sound using high performance computing

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    [EN] The field of audio signal processing has undergone a major development in recent years. Both the consumer and professional marketplaces continue to show growth in audio applications such as immersive audio schemes that offer optimal listening experience, intelligent noise reduction in cars or improvements in audio teleconferencing or hearing aids. The development of these applications has a common interest in increasing or improving the number of discrete audio channels, the quality of the audio or the sophistication of the algorithms. This often gives rise to problems of high computational cost, even when using common signal processing algorithms, mainly due to the application of these algorithms to multiple signals with real-time requirements. The field of High Performance Computing (HPC) based on low cost hardware elements is the bridge needed between the computing problems and the real multimedia signals and systems that lead to user's applications. In this sense, the present thesis goes a step further in the development of these systems by using the computational power of General Purpose Graphics Processing Units (GPGPUs) to exploit the inherent parallelism of signal processing for multichannel audio applications. The increase of the computational capacity of the processing devices has been historically linked to the number of transistors in a chip. However, nowadays the improvements in the computational capacity are mainly given by increasing the number of processing units and using parallel processing. The Graphics Processing Units (GPUs), which have now thousands of computing cores, are a representative example. The GPUs were traditionally used to graphic or image processing, but new releases in the GPU programming environments such as CUDA have allowed the use of GPUS for general processing applications. Hence, the use of GPUs is being extended to a wide variety of intensive-computation applications among which audio processing is included. However, the data transactions between the CPU and the GPU and viceversa have questioned the viability of the use of GPUs for audio applications in which real-time interaction between microphones and loudspeakers is required. This is the case of the adaptive filtering applications, where an efficient use of parallel computation in not straightforward. For these reasons, up to the beginning of this thesis, very few publications had dealt with the GPU implementation of real-time acoustic applications based on adaptive filtering. Therefore, this thesis aims to demonstrate that GPUs are totally valid tools to carry out audio applications based on adaptive filtering that require high computational resources. To this end, different adaptive applications in the field of audio processing are studied and performed using GPUs. This manuscript also analyzes and solves possible limitations in each GPU-based implementation both from the acoustic point of view as from the computational point of view.[ES] El campo de procesado de señales de audio ha experimentado un desarrollo importante en los últimos años. Tanto el mercado de consumo como el profesional siguen mostrando un crecimiento en aplicaciones de audio, tales como: los sistemas de audio inmersivo que ofrecen una experiencia de sonido óptima, los sistemas inteligentes de reducción de ruido en coches o las mejoras en sistemas de teleconferencia o en audífonos. El desarrollo de estas aplicaciones tiene un propósito común de aumentar o mejorar el número de canales de audio, la propia calidad del audio o la sofisticación de los algoritmos. Estas mejoras suelen dar lugar a sistemas de alto coste computacional, incluso usando algoritmos comunes de procesado de señal. Esto se debe principalmente a que los algoritmos se suelen aplicar a sistemas multicanales con requerimientos de procesamiento en tiempo real. El campo de la Computación de Alto Rendimiento basado en elementos hardware de bajo coste es el puente necesario entre los problemas de computación y los sistemas multimedia que dan lugar a aplicaciones de usuario. En este sentido, la presente tesis va un paso más allá en el desarrollo de estos sistemas mediante el uso de la potencia de cálculo de las Unidades de Procesamiento Gráfico (GPU) en aplicaciones de propósito general. Con ello, aprovechamos la inherente capacidad de paralelización que poseen las GPU para procesar señales de audio y obtener aplicaciones de audio multicanal. El aumento de la capacidad computacional de los dispositivos de procesado ha estado vinculado históricamente al número de transistores que había en un chip. Sin embargo, hoy en día, las mejoras en la capacidad computacional se dan principalmente por el aumento del número de unidades de procesado y su uso para el procesado en paralelo. Las GPUs son un ejemplo muy representativo. Hoy en día, las GPUs poseen hasta miles de núcleos de computación. Tradicionalmente, las GPUs se han utilizado para el procesado de gráficos o imágenes. Sin embargo, la aparición de entornos sencillos de programación GPU, como por ejemplo CUDA, han permitido el uso de las GPU para aplicaciones de procesado general. De ese modo, el uso de las GPU se ha extendido a una amplia variedad de aplicaciones que requieren cálculo intensivo. Entre esta gama de aplicaciones, se incluye el procesado de señales de audio. No obstante, las transferencias de datos entre la CPU y la GPU y viceversa pusieron en duda la viabilidad de las GPUs para aplicaciones de audio en las que se requiere una interacción en tiempo real entre micrófonos y altavoces. Este es el caso de las aplicaciones basadas en filtrado adaptativo, donde el uso eficiente de la computación en paralelo no es sencillo. Por estas razones, hasta el comienzo de esta tesis, había muy pocas publicaciones que utilizaran la GPU para implementaciones en tiempo real de aplicaciones acústicas basadas en filtrado adaptativo. A pesar de todo, esta tesis pretende demostrar que las GPU son herramientas totalmente válidas para llevar a cabo aplicaciones de audio basadas en filtrado adaptativo que requieran elevados recursos computacionales. Con este fin, la presente tesis ha estudiado y desarrollado varias aplicaciones adaptativas de procesado de audio utilizando una GPU como procesador. Además, también analiza y resuelve las posibles limitaciones de cada aplicación tanto desde el punto de vista acústico como desde el punto de vista computacional.[CA] El camp del processament de senyals d'àudio ha experimentat un desenvolupament important als últims anys. Tant el mercat de consum com el professional segueixen mostrant un creixement en aplicacions d'àudio, com ara: els sistemes d'àudio immersiu que ofereixen una experiència de so òptima, els sistemes intel·ligents de reducció de soroll en els cotxes o les millores en sistemes de teleconferència o en audiòfons. El desenvolupament d'aquestes aplicacions té un propòsit comú d'augmentar o millorar el nombre de canals d'àudio, la pròpia qualitat de l'àudio o la sofisticació dels algorismes que s'utilitzen. Això, sovint dóna lloc a sistemes d'alt cost computacional, fins i tot quan es fan servir algorismes comuns de processat de senyal. Això es deu principalment al fet que els algorismes se solen aplicar a sistemes multicanals amb requeriments de processat en temps real. El camp de la Computació d'Alt Rendiment basat en elements hardware de baix cost és el pont necessari entre els problemes de computació i els sistemes multimèdia que donen lloc a aplicacions d'usuari. En aquest sentit, aquesta tesi va un pas més enllà en el desenvolupament d'aquests sistemes mitjançant l'ús de la potència de càlcul de les Unitats de Processament Gràfic (GPU) en aplicacions de propòsit general. Amb això, s'aprofita la inherent capacitat de paral·lelització que posseeixen les GPUs per processar senyals d'àudio i obtenir aplicacions d'àudio multicanal. L'augment de la capacitat computacional dels dispositius de processat ha estat històricament vinculada al nombre de transistors que hi havia en un xip. No obstant, avui en dia, les millores en la capacitat computacional es donen principalment per l'augment del nombre d'unitats de processat i el seu ús per al processament en paral·lel. Un exemple molt representatiu són les GPU, que avui en dia posseeixen milers de nuclis de computació. Tradicionalment, les GPUs s'han utilitzat per al processat de gràfics o imatges. No obstant, l'aparició d'entorns senzills de programació de la GPU com és CUDA, han permès l'ús de les GPUs per a aplicacions de processat general. D'aquesta manera, l'ús de les GPUs s'ha estès a una àmplia varietat d'aplicacions que requereixen càlcul intensiu. Entre aquesta gamma d'aplicacions, s'inclou el processat de senyals d'àudio. No obstant, les transferències de dades entre la CPU i la GPU i viceversa van posar en dubte la viabilitat de les GPUs per a aplicacions d'àudio en què es requereix la interacció en temps real de micròfons i altaveus. Aquest és el cas de les aplicacions basades en filtrat adaptatiu, on l'ús eficient de la computació en paral·lel no és senzilla. Per aquestes raons, fins al començament d'aquesta tesi, hi havia molt poques publicacions que utilitzessin la GPU per implementar en temps real aplicacions acústiques basades en filtrat adaptatiu. Malgrat tot, aquesta tesi pretén demostrar que les GPU són eines totalment vàlides per dur a terme aplicacions d'àudio basades en filtrat adaptatiu que requereixen alts recursos computacionals. Amb aquesta finalitat, en la present tesi s'han estudiat i desenvolupat diverses aplicacions adaptatives de processament d'àudio utilitzant una GPU com a processador. A més, aquest manuscrit també analitza i resol les possibles limitacions de cada aplicació, tant des del punt de vista acústic, com des del punt de vista computacional.Lorente Giner, J. (2015). Adaptive signal processing for multichannel sound using high performance computing [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/58427TESI

    Multichannel massive audio processing for a generalized crosstalk cancellation and equalization application using GPUs

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    [EN] Multichannel acoustic signal processing has undergone major development in recent years due to the increased com- plexity of current audio processing applications, which involves the processing of multiple sources, channels, or filters. A gen- eral scenario that appears in this context is the immersive reproduction of binaural audio without the use of headphones, which requires the use of a crosstalk canceler. However, generalized crosstalk cancellation and equalization (GCCE) requires high com- puting capacity, which is a considerable limitation for real-time applications. This paper discusses the design and implementation of all the processing blocks of a multichannel convolution on a GPU for real-time applications. To this end, a very efficient fil- tering method using specific data structures is proposed, which takes advantage of overlap-save filtering and filter fragmentation. It has been shown that, for a real-time application with 22 inputs and 64 outputs, the system is capable of managing 1408 filters of 2048 coefficients with a latency time less than 6 ms. The proposed GPU implementation can be easily adapted to any acoustic environment, demonstrating the validity of these co-processors for managing intensive multichannel audio applications.This work has been partially funded by Spanish Ministerio de Ciencia e Innovacion TEC2009-13741, Generalitat Valenciana PROMETEO 2009/2013 and GV/2010/027, and Universitat Politecnica de Valencia through Programa de Apoyo a la Investigacion y Desarrollo (PAID-05-11).Belloch Rodríguez, JA.; Gonzalez, A.; Martínez Zaldívar, FJ.; Vidal Maciá, AM. (2013). Multichannel massive audio processing for a generalized crosstalk cancellation and equalization application using GPUs. Integrated Computer-Aided Engineering. 20(2):169-182. https://doi.org/10.3233/ICA-130422S16918220

    PERFORMANCE IMPROVEMENT OF MULTICHANNEL AUDIO BY GRAPHICS PROCESSING UNITS

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    Multichannel acoustic signal processing has undergone major development in recent years due to the increased complexity of current audio processing applications. People want to collaborate through communication with the feeling of being together and sharing the same environment, what is considered as Immersive Audio Schemes. In this phenomenon, several acoustic e ects are involved: 3D spatial sound, room compensation, crosstalk cancelation, sound source localization, among others. However, high computing capacity is required to achieve any of these e ects in a real large-scale system, what represents a considerable limitation for real-time applications. The increase of the computational capacity has been historically linked to the number of transistors in a chip. However, nowadays the improvements in the computational capacity are mainly given by increasing the number of processing units, i.e expanding parallelism in computing. This is the case of the Graphics Processing Units (GPUs), that own now thousands of computing cores. GPUs were traditionally related to graphic or image applications, but new releases in the GPU programming environments, CUDA or OpenCL, allowed that most applications were computationally accelerated in elds beyond graphics. This thesis aims to demonstrate that GPUs are totally valid tools to carry out audio applications that require high computational resources. To this end, di erent applications in the eld of audio processing are studied and performed using GPUs. This manuscript also analyzes and solves possible limitations in each GPU-based implementation both from the acoustic point of view as from the computational point of view. In this document, we have addressed the following problems: Most of audio applications are based on massive ltering. Thus, the rst implementation to undertake is a fundamental operation in the audio processing: the convolution. It has been rst developed as a computational kernel and afterwards used for an application that combines multiples convolutions concurrently: generalized crosstalk cancellation and equalization. The proposed implementation can successfully manage two di erent and common situations: size of bu ers that are much larger than the size of the lters and size of bu ers that are much smaller than the size of the lters. Two spatial audio applications that use the GPU as a co-processor have been developed from the massive multichannel ltering. First application deals with binaural audio. Its main feature is that this application is able to synthesize sound sources in spatial positions that are not included in the database of HRTF and to generate smoothly movements of sound sources. Both features were designed after di erent tests (objective and subjective). The performance regarding number of sound source that could be rendered in real time was assessed on GPUs with di erent GPU architectures. A similar performance is measured in a Wave Field Synthesis system (second spatial audio application) that is composed of 96 loudspeakers. The proposed GPU-based implementation is able to reduce the room e ects during the sound source rendering. A well-known approach for sound source localization in noisy and reverberant environments is also addressed on a multi-GPU system. This is the case of the Steered Response Power with Phase Transform (SRPPHAT) algorithm. Since localization accuracy can be improved by using high-resolution spatial grids and a high number of microphones, accurate acoustic localization systems require high computational power. The solutions implemented in this thesis are evaluated both from localization and from computational performance points of view, taking into account different acoustic environments, and always from a real-time implementation perspective. Finally, This manuscript addresses also massive multichannel ltering when the lters present an In nite Impulse Response (IIR). Two cases are analyzed in this manuscript: 1) IIR lters composed of multiple secondorder sections, and 2) IIR lters that presents an allpass response. Both cases are used to develop and accelerate two di erent applications: 1) to execute multiple Equalizations in a WFS system, and 2) to reduce the dynamic range in an audio signal.Belloch Rodríguez, JA. (2014). PERFORMANCE IMPROVEMENT OF MULTICHANNEL AUDIO BY GRAPHICS PROCESSING UNITS [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/40651TESISPremios Extraordinarios de tesis doctorale

    Real-time massive convolution for audio applications on GPU

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    [EN] Massive convolution is the basic operation in multichannel acoustic signal processing. This field has experienced a major development in recent years. One reason for this has been the increase in the number of sound sources used in playback applications available to users. Another reason is the growing need to incorporate new effects and to improve the hearing experience. Massive convolution requires high computing capacity. GPUs offer the possibility of parallelizing these operations. This allows us to obtain the processing result in much shorter time and to free up CPU resources. One important aspect lies in the possibility of overlapping the transfer of data from CPU to GPU and vice versa with the computation, in order to carry out real-time applications. Thus, a synthesis of 3D sound scenes could be achieved with only a peer-to-peer music streaming environment using a simple GPU in your computer, while the CPU in the computer is being used for other tasks. Nowadays, these effects are obtained in theaters or funfairs at a very high cost, requiring a large quantity of resources. Thus, our work focuses on two mains points: to describe an efficient massive convolution implementation and to incorporate this task to real-time multichannel-sound applications. © 2011 Springer Science+Business Media, LLC.This work was partially supported by the Spanish Ministerio de Ciencia e Innovacion (Projects TIN2008-06570-C04-02 and TEC2009-13741), Universidad Politecnica de Valencia through PAID-05-09 and Generalitat Valenciana through project PROMETEO/2009/2013Belloch Rodríguez, JA.; Gonzalez, A.; Martínez Zaldívar, FJ.; Vidal Maciá, AM. (2011). Real-time massive convolution for audio applications on GPU. Journal of Supercomputing. 58(3):449-457. https://doi.org/10.1007/s11227-011-0610-8S449457583Spors S, Rabenstein R, Herbordt W (2007) Active listening room compensation for massive multichannel sound reproduction system using wave-domain adaptive filtering. J Acoust Soc Am 122:354–369Huang Y, Benesty J, Chen J (2008) Generalized crosstalk cancellation and equalization using multiple loudspeakers for 3D sound reproduction at the ears of multiple listeners. In: IEEE int conference on acoustics, speech and signal processing, Las Vegas, USA, pp 405–408Cowan B, Kapralos B (2008) Spatial sound for video games and virtual environments utilizing real-time GPU-based convolution. In: Proceedings of the ACM FuturePlay 2008 international conference on the future of game design and technology, Toronto, Ontario, Canada, November 3–5Belloch JA, Vidal AM, Martinez-Zaldivar FJ, Gonzalez A (2010) Multichannel acoustic signal processing on GPU. In: Proceedings of the 10th international conference on computational and mathematical methods in science and engineering, vol 1. Almeria, Spain, June 26–30, pp 181–187Cowan B, Kapralos B (2009) GPU-based one-dimensional convolution for real-time spatial sound generation. Sch J 3(5)Soliman SS, Mandyam DS, Srinath MD (1997) Continuous and discrete signals and systems. Prentice Hall, New YorkOppenheim AV, Willsky AS, Hamid Nawab S (1996) Signals and systems. Prentice Hall, New YorkopenGL: http://www.opengl.org/MKL library: http://software.intel.com/en-us/intel-mkl/MKL library: http://software.intel.com/en-us/intel-ipp/CUFFT library: http://developer.download.nvidia.com/compute/cuda/3_1/toolkit/docs/CUFFT_Library_3.1.pdfCUDA Toolkit 3.1: http://developer.nvidia.com/object/cuda_3_1_downloads.htmlCUDA Toolkit 3.2: http://developer.nvidia.com/object/cuda_3_1_downloads.htmlDatasheet of AC’97 SoundMAX Codec: http://www.xilinx.com/products/boards/ml505/datasheets/87560554AD1981B_c.pd

    The Impact of the Multi-core Revolution on Signal Processing

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    This paper analyzes the influence of new multi- core and many-core architectures on Signal Processing. The article covers both the architectural design and the programming models of current general-purpose multi-core processors and graphics processors (GPU), with the goal of identifying their possibilities and impact on signal processing applications

    Application of Multi-core and GPU Architectures on Signal Processing: Case Studies

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    In this article part of the techniques and developments we are carrying out within the INCO2 group are reported. Results follow the interdisciplinary approach with which we tackle signal processing applications. Chosen case studies show different stages of development: We present algorithms already completed which are being used in practical applications as well as new ideas that may represent a starting point, and which are expected to deliver good results in a short and medium term

    Surround by Sound: A Review of Spatial Audio Recording and Reproduction

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    In this article, a systematic overview of various recording and reproduction techniques for spatial audio is presented. While binaural recording and rendering is designed to resemble the human two-ear auditory system and reproduce sounds specifically for a listener’s two ears, soundfield recording and reproduction using a large number of microphones and loudspeakers replicate an acoustic scene within a region. These two fundamentally different types of techniques are discussed in the paper. A recent popular area, multi-zone reproduction, is also briefly reviewed in the paper. The paper is concluded with a discussion of the current state of the field and open problemsThe authors acknowledge National Natural Science Foundation of China (NSFC) No. 61671380 and Australian Research Council Discovery Scheme DE 150100363

    Noise cancellation over spatial regions using adaptive wave domain processing

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    This paper proposes wave-domain adaptive processing for noise cancellation within a large spatial region. We use fundamental solutions of the Helmholtz wave-equation as basis functions to express the noise field over a spatial region and show the wave-domain processing directly on the decomposition coefficients to control the entire region. A feedback control system is implemented, where only a single microphone array is placed at the boundary of the control region to measure the residual signals, and a loudspeaker array is used to generate the anti-noise signals. We develop the adaptive wave-domain filtered-x least mean square algorithm. Simulation results show that using the proposed method the noise over the entire control region can be significantly reduced with fast convergence in both free-field and reverberant environmentsThanks to Australian Research Councils Discovery Projects funding scheme (project no. DP140103412). The work of J. Zhang was sponsored by the China Scholarship Council with the Australian National University

    Linear and nonlinear room compensation of audio rendering systems

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    [EN] Common audio systems are designed with the intent of creating real and immersive scenarios that allow the user to experience a particular acoustic sensation that does not depend on the room he is perceiving the sound. However, acoustic devices and multichannel rendering systems working inside a room, can impair the global audio effect and thus the 3D spatial sound. In order to preserve the spatial sound characteristics of multichannel rendering techniques, adaptive filtering schemes are presented in this dissertation to compensate these electroacoustic effects and to achieve the immersive sensation of the desired acoustic system. Adaptive filtering offers a solution to the room equalization problem that is doubly interesting. First of all, it iteratively solves the room inversion problem, which can become computationally complex to obtain when direct methods are used. Secondly, the use of adaptive filters allows to follow the time-varying room conditions. In this regard, adaptive equalization (AE) filters try to cancel the echoes due to the room effects. In this work, we consider this problem and propose effective and robust linear schemes to solve this equalization problem by using adaptive filters. To do this, different adaptive filtering schemes are introduced in the AE context. These filtering schemes are based on three strategies previously introduced in the literature: the convex combination of filters, the biasing of the filter weights and the block-based filtering. More specifically, and motivated by the sparse nature of the acoustic impulse response and its corresponding optimal inverse filter, we introduce different adaptive equalization algorithms. In addition, since audio immersive systems usually require the use of multiple transducers, the multichannel adaptive equalization problem should be also taken into account when new single-channel approaches are presented, in the sense that they can be straightforwardly extended to the multichannel case. On the other hand, when dealing with audio devices, consideration must be given to the nonlinearities of the system in order to properly equalize the electroacoustic system. For that purpose, we propose a novel nonlinear filtered-x approach to compensate both room reverberation and nonlinear distortion with memory caused by the amplifier and loudspeaker devices. Finally, it is important to validate the algorithms proposed in a real-time implementation. Thus, some initial research results demonstrate that an adaptive equalizer can be used to compensate room distortions.[ES] Los sistemas de audio actuales están diseñados con la idea de crear escenarios reales e inmersivos que permitan al usuario experimentar determinadas sensaciones acústicas que no dependan de la sala o situación donde se esté percibiendo el sonido. Sin embargo, los dispositivos acústicos y los sistemas multicanal funcionando dentro de salas, pueden perjudicar el efecto global sonoro y de esta forma, el sonido espacial 3D. Para poder preservar las características espaciales sonoras de los sistemas de reproducción multicanal, en esta tesis se presentan los esquemas de filtrado adaptativo para compensar dichos efectos electroacústicos y conseguir la sensación inmersiva del sistema sonoro deseado. El filtrado adaptativo ofrece una solución al problema de salas que es interesante por dos motivos. Por un lado, resuelve de forma iterativa el problema de inversión de salas, que puede llegar a ser computacionalmente costoso para los métodos de inversión directos existentes. Por otro lado, el uso de filtros adaptativos permite seguir las variaciones cambiantes de los efectos de la sala de escucha. A este respecto, los filtros de ecualización adaptativa (AE) intentan cancelar los ecos introducidos por la sala de escucha. En esta tesis se considera este problema y se proponen esquemas lineales efectivos y robustos para resolver el problema de ecualización mediante filtros adaptativos. Para conseguirlo, se introducen diferentes esquemas de filtrado adaptativo para AE. Estos esquemas de filtrado se basan en tres estrategias ya usadas en la literatura: la combinación convexa de filtros, el sesgado de los coeficientes del filtro y el filtrado basado en bloques. Más especificamente y motivado por la naturaleza dispersiva de las respuestas al impulso acústicas y de sus correspondientes filtros inversos óptimos, se presentan diversos algoritmos adaptativos de ecualización específicos. Además, ya que los sistemas de audio inmersivos requieren usar normalmente múltiples trasductores, se debe considerar también el problema de ecualización multicanal adaptativa cuando se diseñan nuevas estrategias de filtrado adaptativo para sistemas monocanal, ya que éstas deben ser fácilmente extrapolables al caso multicanal. Por otro lado, cuando se utilizan dispositivos acústicos, se debe considerar la existencia de no linearidades en el sistema elactroacústico, para poder ecualizarlo correctamente. Por este motivo, se propone un nuevo modelo no lineal de filtrado-x que compense a la vez la reverberación introducida por la sala y la distorsión no lineal con memoria provocada por el amplificador y el altavoz. Por último, es importante validar los algoritmos propuestos mediante implementaciones en tiempo real, para asegurarnos que pueden realizarse. Para ello, se presentan algunos resultados experimentales iniciales que muestran la idoneidad de la ecualización adaptativa en problemas de compensación de salas.[CA] Els sistemes d'àudio actuals es dissenyen amb l'objectiu de crear ambients reals i immersius que permeten a l'usuari experimentar una sensació acústica particular que no depèn de la sala on està percebent el so. No obstant això, els dispositius acústics i els sistemes de renderització multicanal treballant dins d'una sala poden arribar a modificar l'efecte global de l'àudio i per tant, l'efecte 3D del so a l'espai. Amb l'objectiu de conservar les característiques espacials del so obtingut amb tècniques de renderització multicanal, aquesta tesi doctoral presenta esquemes de filtrat adaptatiu per a compensar aquests efectes electroacústics i aconseguir una sensació immersiva del sistema acústic desitjat. El filtrat adaptatiu presenta una solució al problema d'equalització de sales que es interessant baix dos punts de vista. Per una banda, el filtrat adaptatiu resol de forma iterativa el problema inversió de sales, que pot arribar a ser molt complexe computacionalment quan s'utilitzen mètodes directes. Per altra banda, l'ús de filtres adaptatius permet fer un seguiment de les condicions canviants de la sala amb el temps. Més concretament, els filtres d'equalització adaptatius (EA) intenten cancel·lar els ecos produïts per la sala. A aquesta tesi, considerem aquest problema i proposem esquemes lineals efectius i robustos per a resoldre aquest problema d'equalització mitjançant filtres adaptatius. Per aconseguir-ho, diferent esquemes de filtrat adaptatiu es presenten dins del context del problema d'EA. Aquests esquemes de filtrat es basen en tres estratègies ja presentades a l'estat de l'art: la combinació convexa de filtres, el sesgat dels pesos del filtre i el filtrat basat en blocs. Més concretament, i motivat per la naturalesa dispersa de la resposta a l'impuls acústica i el corresponent filtre òptim invers, presentem diferents algorismes d'equalització adaptativa. A més a més, com que els sistemes d'àudio immersiu normalment requereixen l'ús de múltiples transductors, cal considerar també el problema d'equalització adaptativa multicanal quan es presenten noves solucions de canal simple, ja que aquestes s'han de poder estendre fàcilment al cas multicanal. Un altre aspecte a considerar quan es treballa amb dispositius d'àudio és el de les no linealitats del sistema a l'hora d'equalitzar correctament el sistema electroacústic. Amb aquest objectiu, a aquesta tesi es proposa una nova tècnica basada en filtrat-x no lineal, per a compensar tant la reverberació de la sala com la distorsió no lineal amb memòria introduïda per l'amplificador i els altaveus. Per últim, és important validar la implementació en temps real dels algorismes proposats. Amb aquest objectiu, alguns resultats inicials demostren la idoneïtat de l'equalització adaptativa en problemes de compensació de sales.Fuster Criado, L. (2015). Linear and nonlinear room compensation of audio rendering systems [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/5945

    Desarrollo de una aplicación de audio multicanal utilizando el paralelismo de las GPU

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    En este trabajo se han analizado las prestaciones que ofrece una GPU ante una aplicación de audio multicanal, aplicando dicho análisis a la implementación un Cancelador Crosstalk que funciona en tiempo real y cuyo código es ejecutado sobre una GPU de un computador personal portatil.Belloch Rodríguez, JA. (2010). Desarrollo de una aplicación de audio multicanal utilizando el paralelismo de las GPU. http://hdl.handle.net/10251/13644Archivo delegad
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