191 research outputs found

    Binaural Rendering of Spherical Microphone Array Signals

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    The presentation of extended reality for consumer and professional applications requires major advancements in the capture and reproduction of its auditory component to provide a plausible listening experience. A spatial representation of the acoustic environment needs to be considered to allow for movement within or an interaction with the augmented or virtual reality. This thesis focuses on the application of capturing a real-world acoustic environment by means of a spherical microphone array with the subsequent head-tracked binaural reproduction to a single listener via headphones. The introduction establishes the fundamental concepts and relevant terminology for non-experts of the field. Furthermore, the specific challenges of the method due to spatial oversampling the sound field as well as physical limitations and imperfections of the microphone array are presented to the reader. The first objective of this thesis was to develop a software in the Python programming language, which is capable of performing all required computations for the acoustic rendering of the captured signals in real-time. The implemented processing pipeline was made publicly available under an open-source license. Secondly, specific parameters of the microphone array hardware as well as the rendering software that are required for a perceptually high reproduction quality have been identified and investigated by means of multiple user studies. Lastly, the results provide insights into how unwanted additive noise components in the captured microphone signals from different spherical array configurations contribute to the reproduced ear signals

    Assessing HRTF preprocessing methods for Ambisonics rendering through perceptual models

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    Binaural rendering of Ambisonics signals is a common way to reproduce spatial audio content. Processing Ambisonics signals at low spatial orders is desirable in order to reduce complexity, although it may degrade the perceived quality, in part due to the mismatch that occurs when a low-order Ambisonics signal is paired with a spatially dense head-related transfer function (HRTF). In order to alleviate this issue, the HRTF may be preprocessed so its spatial order is reduced. Several preprocessing methods have been proposed, but they have not been thoroughly compared yet. In this study, nine HRTF preprocessing methods were used to render anechoic binaural signals from Ambisonics representations of orders 1 to 44, and these were compared through perceptual hearing models in terms of localisation performance, externalisation and speech reception. This assessment was supported by numerical analyses of HRTF interpolation errors, interaural differences, perceptually-relevant spectral differences, and loudness stability. Models predicted that the binaural renderings’ accuracy increased with spatial order, as expected. A notable effect of the preprocessing method was observed: whereas all methods performed similarly at the highest spatial orders, some were considerably better at lower orders. A newly proposed method, BiMagLS, displayed the best performance overall and is recommended for the rendering of bilateral Ambisonics signals. The results, which were in line with previous literature, indirectly validate the perceptual models’ ability to predict listeners’ responses in a consistent and explicable manner

    High Frequency Reproduction in Binaural Ambisonic Rendering

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    Humans can localise sounds in all directions using three main auditory cues: the differences in time and level between signals arriving at the left and right eardrums (interaural time difference and interaural level difference, respectively), and the spectral characteristics of the signals due to reflections and diffractions off the body and ears. These auditory cues can be recorded for a position in space using the head-related transfer function (HRTF), and binaural synthesis at this position can then be achieved through convolution of a sound signal with the measured HRTF. However, reproducing soundfields with multiple sources, or at multiple locations, requires a highly dense set of HRTFs. Ambisonics is a spatial audio technology that decomposes a soundfield into a weighted set of directional functions, which can be utilised binaurally in order to spatialise audio at any direction using far fewer HRTFs. A limitation of low-order Ambisonic rendering is poor high frequency reproduction, which reduces the accuracy of the resulting binaural synthesis. This thesis presents novel HRTF pre-processing techniques, such that when using the augmented HRTFs in the binaural Ambisonic rendering stage, the high frequency reproduction is a closer approximation of direct HRTF rendering. These techniques include Ambisonic Diffuse-Field Equalisation, to improve spectral reproduction over all directions; Ambisonic Directional Bias Equalisation, to further improve spectral reproduction toward a specific direction; and Ambisonic Interaural Level Difference Optimisation, to improve lateralisation and interaural level difference reproduction. Evaluation of the presented techniques compares binaural Ambisonic rendering to direct HRTF rendering numerically, using perceptually motivated spectral difference calculations, auditory cue estimations and localisation prediction models, and perceptually, using listening tests assessing similarity and plausibility. Results conclude that the individual pre-processing techniques produce modest improvements to the high frequency reproduction of binaural Ambisonic rendering, and that using multiple pre-processing techniques can produce cumulative, and statistically significant, improvements

    Proceedings of the EAA Spatial Audio Signal Processing symposium: SASP 2019

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    International audienc

    Effizientes binaurales Rendering von virtuellen akustischen RealitÀten : technische und wahrnehmungsbezogene Konzepte

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    Binaural rendering aims to immerse the listener in a virtual acoustic scene, making it an essential method for spatial audio reproduction in virtual or augmented reality (VR/AR) applications. The growing interest and research in VR/AR solutions yielded many different methods for the binaural rendering of virtual acoustic realities, yet all of them share the fundamental idea that the auditory experience of any sound field can be reproduced by reconstructing its sound pressure at the listener's eardrums. This thesis addresses various state-of-the-art methods for 3 or 6 degrees of freedom (DoF) binaural rendering, technical approaches applied in the context of headphone-based virtual acoustic realities, and recent technical and psychoacoustic research questions in the field of binaural technology. The publications collected in this dissertation focus on technical or perceptual concepts and methods for efficient binaural rendering, which has become increasingly important in research and development due to the rising popularity of mobile consumer VR/AR devices and applications. The thesis is organized into five research topics: Head-Related Transfer Function Processing and Interpolation, Parametric Spatial Audio, Auditory Distance Perception of Nearby Sound Sources, Binaural Rendering of Spherical Microphone Array Data, and Voice Directivity. The results of the studies included in this dissertation extend the current state of research in the respective research topic, answer specific psychoacoustic research questions and thereby yield a better understanding of basic spatial hearing processes, and provide concepts, methods, and design parameters for the future implementation of technically and perceptually efficient binaural rendering.Binaurales Rendering zielt darauf ab, dass der Hörer in eine virtuelle akustische Szene eintaucht, und ist somit eine wesentliche Methode fĂŒr die rĂ€umliche Audiowiedergabe in Anwendungen der virtuellen RealitĂ€t (VR) oder der erweiterten RealitĂ€t (AR – aus dem Englischen Augmented Reality). Das wachsende Interesse und die zunehmende Forschung an VR/AR-Lösungen fĂŒhrte zu vielen verschiedenen Methoden fĂŒr das binaurale Rendering virtueller akustischer RealitĂ€ten, die jedoch alle die grundlegende Idee teilen, dass das Hörerlebnis eines beliebigen Schallfeldes durch die Rekonstruktion seines Schalldrucks am Trommelfell des Hörers reproduziert werden kann. Diese Arbeit befasst sich mit verschiedenen modernsten Methoden zur binauralen Wiedergabe mit 3 oder 6 Freiheitsgraden (DoF – aus dem Englischen Degree of Freedom), mit technischen AnsĂ€tzen, die im Kontext kopfhörerbasierter virtueller akustischer RealitĂ€ten angewandt werden, und mit aktuellen technischen und psychoakustischen Forschungsfragen auf dem Gebiet der Binauraltechnik. Die in dieser Dissertation gesammelten Publikationen befassen sich mit technischen oder wahrnehmungsbezogenen Konzepten und Methoden fĂŒr effizientes binaurales Rendering, was in der Forschung und Entwicklung aufgrund der zunehmenden Beliebtheit von mobilen Verbraucher-VR/AR-GerĂ€ten und -Anwendungen zunehmend an Relevanz gewonnen hat. Die Arbeit ist in fĂŒnf Forschungsthemen gegliedert: Verarbeitung und Interpolation von AußenohrĂŒbertragungsfunktionen, parametrisches rĂ€umliches Audio, auditive Entfernungswahrnehmung ohrnaher Schallquellen, binaurales Rendering von sphĂ€rischen Mikrofonarraydaten und Richtcharakteristik der Stimme. Die Ergebnisse der in dieser Dissertation enthaltenen Studien erweitern den aktuellen Forschungsstand im jeweiligen Forschungsfeld, beantworten spezifische psychoakustische Forschungsfragen und fĂŒhren damit zu einem besseren VerstĂ€ndnis grundlegender rĂ€umlicher Hörprozesse, und liefern Konzepte, Methoden und Gestaltungsparameter fĂŒr die zukĂŒnftige Umsetzung eines technisch und wahrnehmungsbezogen effizienten binauralen Renderings.BMBF, 03FH014IX5, NatĂŒrliche raumbezogene Darbietung selbsterzeugter Schallereignisse in virtuellen auditiven Umgebungen (NarDasS

    Efficient representation of head-related transfer functions in continuous space-frequency domains

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    Utilizing spherical harmonic (SH) domain has been established as the default method of obtaining continuity over space in head-related transfer functions (HRTFs). This paper concerns different variants of extending this solution by replacing SHs with four-dimensional (4D) continuous functional models in which frequency is imagined as another physical dimension. Recently developed hyperspherical harmonic (HSH) representation is compared with models defined in spherindrical coordinate system by merging SHs with one-dimensional basis functions. The efficiency of both approaches is evaluated based on the reproduction errors for individual HRTFs from HUTUBS database, including detailed analysis of its dependency on chosen orders of approximation in frequency and space. Employing continuous functional models defined in 4D coordinate systems allows HRTF magnitude spectra to be expressed as a small set of coefficients which can be decoded back into values at any direction and frequency. The best performance was noted for HSHs and SHs merged with reverse Fourier-Bessel series, with the former featuring better compression abilities, achieving slightly higher accuracy for low number of coefficients. The presented models can serve multiple purposes, such as interpolation, compression or parametrization for machine learning applications, and can be applied not only to HRTFs but also to other types of directivity functions, e.g. sound source directivity.Comment: 33 pages, 9 figures, preprint of published paper submitted for green open access to fulfill funding institution mandat

    Ambisonics

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    This open access book provides a concise explanation of the fundamentals and background of the surround sound recording and playback technology Ambisonics. It equips readers with the psychoacoustical, signal processing, acoustical, and mathematical knowledge needed to understand the inner workings of modern processing utilities, special equipment for recording, manipulation, and reproduction in the higher-order Ambisonic format. The book comes with various practical examples based on free software tools and open scientific data for reproducible research. The book’s introductory section offers a perspective on Ambisonics spanning from the origins of coincident recordings in the 1930s to the Ambisonic concepts of the 1970s, as well as classical ways of applying Ambisonics in first-order coincident sound scene recording and reproduction that have been practiced since the 1980s. As, from time to time, the underlying mathematics become quite involved, but should be comprehensive without sacrificing readability, the book includes an extensive mathematical appendix. The book offers readers a deeper understanding of Ambisonic technologies, and will especially benefit scientists, audio-system and audio-recording engineers. In the advanced sections of the book, fundamentals and modern techniques as higher-order Ambisonic decoding, 3D audio effects, and higher-order recording are explained. Those techniques are shown to be suitable to supply audience areas ranging from studio-sized to hundreds of listeners, or headphone-based playback, regardless whether it is live, interactive, or studio-produced 3D audio material

    Perceptual implications of different Ambisonics-based methods for binaural reverberation

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    Reverberation is essential for the realistic auralisation of enclosed spaces. However, it can be computationally expensive to render with high fidelity and, in practice, simplified models are typically used to lower costs while preserving perceived quality. Ambisonics-based methods may be employed to this purpose as they allow us to render a reverberant sound field more efficiently by limiting its spatial resolution. The present study explores the perceptual impact of two simplifications of Ambisonics-based binaural reverberation that aim to improve efficiency. First, a “hybrid Ambisonics” approach is proposed in which the direct sound path is generated by convolution with a spatially dense head related impulse response set, separately from reverberation. Second, the reverberant virtual loudspeaker method (RVL) is presented as a computationally efficient approach to dynamically render binaural reverberation for multiple sources with the potential limitation of inaccurately simulating listener's head rotations. Numerical and perceptual evaluations suggest that the perceived quality of hybrid Ambisonics auralisations of two measured rooms ceased to improve beyond the third order, which is a lower threshold than what was found by previous studies in which the direct sound path was not processed separately. Additionally, RVL is shown to produce auralisations with comparable perceived quality to Ambisonics renderings

    Evaluating the Perceived Quality of Binaural Technology

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    This thesis studies binaural sound reproduction from both a technical and a perceptual perspective, with the aim of improving the headphone listening experience for entertainment media audiences. A detailed review is presented of the relevant binaural technology and of the concepts and methods for evaluating perceived quality. A pilot study assesses the application of state-of-the-art binaural rendering systems to existing broadcast programmes, finding no substantial improvements in quality over conventional stereo signals. A second study gives evidence that realistic binaural simulation can be achieved without personalised acoustic calibration, showing promise for the application of binaural technology. Flexible technical apparatus is presented to allow further investigation of rendering techniques and content production processes. Two web-based studies show that appropriate combination of techniques can lead to improved experience for typical audience members, compared to stereo signals, even without personalised rendering or listener head-tracking. Recent developments in spatial audio applications are then discussed. These have made dynamic client-side binaural rendering with listener head-tracking feasible for mass audiences, but also present technical constraints. To limit distribution bandwidth and computational complexity during rendering, loudspeaker virtualisation is widely used. The effects on perceived quality of these techniques are studied in depth for the first time. A descriptive analysis experiment demonstrates that loudspeaker virtualisation during binaural rendering causes degradations to a range of perceptual characteristics and that these vary across other system conditions. A final experiment makes novel use of the check-all-that-apply method to efficiently characterise the quality of seven spatial audio representations and associated dynamic binaural rendering techniques, using single sound sources and complex dramatic scenes. The perceived quality of these different representations varies significantly across a wide range of characteristics and with programme material. These methods and findings can be used to improve the quality of current binaural technology applications
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