17 research outputs found

    Subband adaptive filtering for acoustic echo control using allpass polyphase IIR filterbanks

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    Recent Advances in Variable Digital Filters

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    Variable digital filters are widely used in a number of applications of signal processing because of their capability of self-tuning frequency characteristics such as the cutoff frequency and the bandwidth. This chapter introduces recent advances on variable digital filters, focusing on the problems of design and realization, and application to adaptive filtering. In the topic on design and realization, we address two major approaches: one is the frequency transformation and the other is the multi-dimensional polynomial approximation of filter coefficients. In the topic on adaptive filtering, we introduce the details of adaptive band-pass/band-stop filtering that include the well-known adaptive notch filtering

    Efficient Algorithms for Immersive Audio Rendering Enhancement

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    Il rendering audio immersivo è il processo di creazione di un’esperienza sonora coinvolgente e realistica nello spazio 3D. Nei sistemi audio immersivi, le funzioni di trasferimento relative alla testa (head-related transfer functions, HRTFs) vengono utilizzate per la sintesi binaurale in cuffia poiché esprimono il modo in cui gli esseri umani localizzano una sorgente sonora. Possono essere introdotti algoritmi di interpolazione delle HRTF per ridurre il numero di punti di misura e per creare un movimento del suono affidabile. La riproduzione binaurale può essere eseguita anche dagli altoparlanti. Tuttavia, il coinvolgimento di due o più gli altoparlanti causa il problema del crosstalk. In questo caso, algoritmi di cancellazione del crosstalk (CTC) sono necessari per eliminare i segnali di interferenza indesiderati. In questa tesi, partendo da un'analisi comparativa di metodi di misura delle HRTF, viene proposto un sistema di rendering binaurale basato sull'interpolazione delle HRTF per applicazioni in tempo reale. Il metodo proposto mostra buone prestazioni rispetto a una tecnica di riferimento. L'algoritmo di interpolazione è anche applicato al rendering audio immersivo tramite altoparlanti, aggiungendo un algoritmo di cancellazione del crosstalk fisso, che considera l'ascoltatore in una posizione fissa. Inoltre, un sistema di cancellazione crosstalk adattivo, che include il tracciamento della testa dell'ascoltatore, è analizzato e implementato in tempo reale. Il CTC adattivo implementa una struttura in sottobande e risultati sperimentali dimostrano che un maggiore numero di bande migliora le prestazioni in termini di errore totale e tasso di convergenza. Il sistema di riproduzione e le caratteristiche dell'ambiente di ascolto possono influenzare le prestazioni a causa della loro risposta in frequenza non ideale. L'equalizzazione viene utilizzata per livellare le varie parti dello spettro di frequenze che compongono un segnale audio al fine di ottenere le caratteristiche sonore desiderate. L'equalizzazione può essere manuale, come nel caso dell'equalizzazione grafica, dove il guadagno di ogni banda di frequenza può essere modificato dall'utente, o automatica, la curva di equalizzazione è calcolata automaticamente dopo la misurazione della risposta impulsiva della stanza. L'equalizzazione della risposta ambientale può essere applicata anche ai sistemi multicanale, che utilizzano due o più altoparlanti e la zona di equalizzazione può essere ampliata misurando le risposte impulsive in diversi punti della zona di ascolto. In questa tesi, GEQ efficienti e un sistema adattativo di equalizzazione d'ambiente. In particolare, sono proposti e approfonditi tre equalizzatori grafici a basso costo computazionale e a fase lineare e quasi lineare. Gli esperimenti confermano l'efficacia degli equalizzatori proposti in termini di accuratezza, complessità computazionale e latenza. Successivamente, una struttura adattativa in sottobande è introdotta per lo sviluppo di un sistema di equalizzazione d'ambiente multicanale. I risultati sperimentali verificano l'efficienza dell'approccio in sottobande rispetto al caso a banda singola. Infine, viene presentata una rete crossover a fase lineare per sistemi multicanale, mostrando ottimi risultati in termini di risposta in ampiezza, bande di transizione, risposta polare e risposta in fase. I sistemi di controllo attivo del rumore (ANC) possono essere progettati per ridurre gli effetti dell'inquinamento acustico e possono essere utilizzati contemporaneamente a un sistema audio immersivo. L'ANC funziona creando un'onda sonora in opposizione di fase rispetto all'onda sonora in arrivo. Il livello sonoro complessivo viene così ridotto grazie all'interferenza distruttiva. Infine, questa tesi presenta un sistema ANC utilizzato per la riduzione del rumore. L’approccio proposto implementa una stima online del percorso secondario e si basa su filtri adattativi in sottobande applicati alla stima del percorso primario che mirano a migliorare le prestazioni dell’intero sistema. La struttura proposta garantisce un tasso di convergenza migliore rispetto all'algoritmo di riferimento.Immersive audio rendering is the process of creating an engaging and realistic sound experience in 3D space. In immersive audio systems, the head-related transfer functions (HRTFs) are used for binaural synthesis over headphones since they express how humans localize a sound source. HRTF interpolation algorithms can be introduced for reducing the number of measurement points and creating a reliable sound movement. Binaural reproduction can be also performed by loudspeakers. However, the involvement of two or more loudspeakers causes the problem of crosstalk. In this case, crosstalk cancellation (CTC) algorithms are needed to delete unwanted interference signals. In this thesis, starting from a comparative analysis of HRTF measurement techniques, a binaural rendering system based on HRTF interpolation is proposed and evaluated for real-time applications. The proposed method shows good performance in comparison with a reference technique. The interpolation algorithm is also applied for immersive audio rendering over loudspeakers, by adding a fixed crosstalk cancellation algorithm, which assumes that the listener is in a fixed position. In addition, an adaptive crosstalk cancellation system, which includes the tracking of the listener's head, is analyzed and a real-time implementation is presented. The adaptive CTC implements a subband structure and experimental results prove that a higher number of bands improves the performance in terms of total error and convergence rate. The reproduction system and the characteristics of the listening room may affect the performance due to their non-ideal frequency response. Audio equalization is used to adjust the balance of different audio frequencies in order to achieve desired sound characteristics. The equalization can be manual, such as in the case of graphic equalization, where the gain of each frequency band can be modified by the user, or automatic, where the equalization curve is automatically calculated after the room impulse response measurement. The room response equalization can be also applied to multichannel systems, which employ two or more loudspeakers, and the equalization zone can be enlarged by measuring the impulse responses in different points of the listening zone. In this thesis, efficient graphic equalizers (GEQs), and an adaptive room response equalization system are presented. In particular, three low-complexity linear- and quasi-linear-phase graphic equalizers are proposed and deeply examined. Experiments confirm the effectiveness of the proposed GEQs in terms of accuracy, computational complexity, and latency. Successively, a subband adaptive structure is introduced for the development of a multichannel and multiple positions room response equalizer. Experimental results verify the effectiveness of the subband approach in comparison with the single-band case. Finally, a linear-phase crossover network is presented for multichannel systems, showing great results in terms of magnitude flatness, cutoff rates, polar diagram, and phase response. Active noise control (ANC) systems can be designed to reduce the effects of noise pollution and can be used simultaneously with an immersive audio system. The ANC works by creating a sound wave that has an opposite phase with respect to the sound wave of the unwanted noise. The additional sound wave creates destructive interference, which reduces the overall sound level. Finally, this thesis presents an ANC system used for noise reduction. The proposed approach implements an online secondary path estimation and is based on cross-update adaptive filters applied to the primary path estimation that aim at improving the performance of the whole system. The proposed structure allows for a better convergence rate in comparison with a reference algorithm

    Design and Implementation of Complexity Reduced Digital Signal Processors for Low Power Biomedical Applications

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    Wearable health monitoring systems can provide remote care with supervised, inde-pendent living which are capable of signal sensing, acquisition, local processing and transmission. A generic biopotential signal (such as Electrocardiogram (ECG), and Electroencephalogram (EEG)) processing platform consists of four main functional components. The signals acquired by the electrodes are amplified and preconditioned by the (1) Analog-Front-End (AFE) which are then digitized via the (2) Analog-to-Digital Converter (ADC) for further processing. The local digital signal processing is usually handled by a custom designed (3) Digital Signal Processor (DSP) which is responsible for either anyone or combination of signal processing algorithms such as noise detection, noise/artefact removal, feature extraction, classification and compres-sion. The digitally processed data is then transmitted via the (4) transmitter which is renown as the most power hungry block in the complete platform. All the afore-mentioned components of the wearable systems are required to be designed and fitted into an integrated system where the area and the power requirements are stringent. Therefore, hardware complexity and power dissipation of each functional component are crucial aspects while designing and implementing a wearable monitoring platform. The work undertaken focuses on reducing the hardware complexity of a biosignal DSP and presents low hardware complexity solutions that can be employed in the aforemen-tioned wearable platforms. A typical state-of-the-art system utilizes Sigma Delta (Σ∆) ADCs incorporating a Σ∆ modulator and a decimation filter whereas the state-of-the-art decimation filters employ linear phase Finite-Impulse-Response (FIR) filters with high orders that in-crease the hardware complexity [1–5]. In this thesis, the novel use of minimum phase Infinite-Impulse-Response (IIR) decimators is proposed where the hardware complexity is massively reduced compared to the conventional FIR decimators. In addition, the non-linear phase effects of these filters are also investigated since phase non-linearity may distort the time domain representation of the signal being filtered which is un-desirable effect for biopotential signals especially when the fiducial characteristics carry diagnostic importance. In the case of ECG monitoring systems the effect of the IIR filter phase non-linearity is minimal which does not affect the diagnostic accuracy of the signals. The work undertaken also proposes two methods for reducing the hardware complexity of the popular biosignal processing tool, Discrete Wavelet Transform (DWT). General purpose multipliers are known to be hardware and power hungry in terms of the number of addition operations or their underlying building blocks like full adders or half adders required. Higher number of adders leads to an increase in the power consumption which is directly proportional to the clock frequency, supply voltage, switching activity and the resources utilized. A typical Field-Programmable-Gate-Array’s (FPGA) resources are Look-up Tables (LUTs) whereas a custom Digital Signal Processor’s (DSP) are gate-level cells of standard cell libraries that are used to build adders [6]. One of the proposed methods is the replacement of the hardware and power hungry general pur-pose multipliers and the coefficient memories with reconfigurable multiplier blocks that are composed of simple shift-add networks and multiplexers. This method substantially reduces the resource utilization as well as the power consumption of the system. The second proposed method is the design and implementation of the DWT filter banks using IIR filters which employ less number of arithmetic operations compared to the state-of-the-art FIR wavelets. This reduces the hardware complexity of the analysis filter bank of the DWT and can be employed in applications where the reconstruction is not required. However, the synthesis filter bank for the IIR wavelet transform has a higher computational complexity compared to the conventional FIR wavelet synthesis filter banks since re-indexing of the filtered data sequence is required that can only be achieved via the use of extra registers. Therefore, this led to the proposal of a novel design which replaces the complex IIR based synthesis filter banks with FIR fil-ters which are the approximations of the associated IIR filters. Finally, a comparative study is presented where the hybrid IIR/FIR and FIR/FIR wavelet filter banks are de-ployed in a typical noise reduction scenario using the wavelet thresholding techniques. It is concluded that the proposed hybrid IIR/FIR wavelet filter banks provide better denoising performance, reduced computational complexity and power consumption in comparison to their IIR/IIR and FIR/FIR counterparts

    Adaptiiviset läpikuuluvuuskuulokkeet

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    Hear-through equalization can be used to make a headset acoustically transparent, i.e.~to produce sound perception that is similar to perception without the headset. The headset must have microphones outside the earpieces to capture the ambient sounds, which is then reproduced with the headset transducers after the equalization. The reproduced signal is called the hear-through signal. Equalization is needed, since the headset affects the acoustics of the outer ear. \\ In addition to the external microphones, the headset used in this study has additional internal microphones. Together these microphones can be used to estimate the attenuation of the headset online and to detect poor fit. Since the poor fit causes leaks and decreased attenuation, the combined effect of the leaked sound and the hear-through signal changes, when compared to proper fit situation. Therefore, the isolation estimate is used to control the hear-through equalization in order to produce better acoustical transparency. Furthermore, the proposed adaptive hear-through algorithm includes manual controls for the equalizers and the volume of the hear-through signal. \\ The proposed algorithm is found to transform the used headset acoustically transparent. The equalization controls improve the performance of the headset, when the fit is poor or when the volume of the hear-through signal is adjusted, by reducing the comb-filtering effect due to the summation of the leaked sound and the hear-through signal inside the ear canal. The behavior of the proposed algorithm can be demonstrated with an implemented Matlab simulator.Läpikuuluvuusekvalisoinnilla voidaan saavuttaa akustinen läpinäkyvyys kuulokkeita käytettäessä, eli tuottaa samankaltainen ääniaistimus kuin mikä havaittaisiin ilman kuulokkeita. Käytetyissä kuulokkeissa tulee olla mikrofonit kuulokkeen ulkopinnalla, joiden avulla voidaan tallentaa ympäröiviä ääniä. Mikrofonisignaalit ekvalisoidaan, jolloin niistä tulee läpikuuluvuussignaalit, ja toistetaan kuulokkeista. Ekvalisointi on tarpeellista, sillä kuulokkeet muuttavat ulkokorvan akustiikka ja siten myös äänihavaintoa. \\ Tässä diplomityössä käytetyssä prototyyppikuulokeparissa on edellä mainittujen mikrofonien lisäksi myös toiset, korvakäytävän sisälle asettuvat mikrofonit. Yhdessä näiden kahden mikrofonin avulla voidaan määrittää reaaliaikainen estimaatti kuulokkeen vaimennukselle ja tunnistaa huono istuvuus. Koska huonosti asetettu kuuloke vuotaa enemmän ääntä korvakäytävän sisään kuin kunnolla asetettu, kuulokkeen äänen ja vuotavan äänen yhteisvaikutus muuttuu. Tästä syystä vaimennusestimaattia käytetään läpikuuluvuusekvalisoinnin säätöön, jotta akustinen läpinäkyvyys ei kärsisi. Lisäksi esitellyssä algoritmissa on manuaaliset säädöt ekvalisaattoreille ja läpikuuluvuussignaalin voimakkuudelle.\\ Esitetyn algoritmin havaitaan tuottavan akustinen läpinäkyvyys, kun sitä käytetään prototyyppikuulokkeiden kanssa. Ekvalisointisäädöt parantavat kuulokkeiden toimintaa istuvuuden ollessa huono tai säädettäessä läpikuuluvuussignaalin voimakkuutta, koska ne vähentävät kampasuodatusefektiä, joka voi aiheutua vuotavan äänen ja läpikuuluvuussignaalin summautuessa. Esitellyn algoritmin toimintaa voidaan havainnollistaa toteutetulla Matlab-simulaattorilla

    DSP compensation for distortion in RF filters

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    There is a growing demand for the high quality TV programs such as High Definition TV (HDTV). The CATV network is often a suitable solution to address this demand using a CATV modem delivering high data rate digital signals in a cost effective manner, thereby, utilizing a complex digital modulation scheme is inevitable. Exploiting complex modulation schemes, entails a more sophisticated modulator and distribution system with much tighter tolerances. However, there are always distortions introduced to the modulated signal in the modulator degrading signal quality. In this research, the effect of distortions introduced by the RF band pass filter in the modulator will be considered which cause degradations on the quality of the output Quadrature Amplitude Modulated (QAM) signal. Since the RF filter's amplitude/group delay distortions are not symmetrical in the frequency domain, once translated into the base band they have a complex effect on the QAM signal. Using Matlab, the degradation effects of these distortions on the QAM signal such as Bit Error Rate (BER) is investigated. In order to compensate for the effects of the RF filter distortions, two different methods are proposed. In the first method, a complex base band compensation filter is placed after the pulse shaping filter (SRRC). The coefficients of this complex filter are determined using an optimization algorithm developed during this research. The second approach, uses a pre-equalizer in the form of a Feed Forward FIR structure placed before the pulse shaping filter (SRRC). The coefficients of this pre-equalizer are determined using the equalization algorithm employed in a test receiver, with its tap weights generating the inverse response of the RF filter. The compensation of RF filter distortions in base band, in turn, improves the QAM signal parameters such as Modulation Error Ratio (MER). Finally, the MER of the modulated QAM signal before and after the base band compensation is compared between the two methods, showing a significant enhancement in the RF modulator performance

    Digital Filters

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    The new technology advances provide that a great number of system signals can be easily measured with a low cost. The main problem is that usually only a fraction of the signal is useful for different purposes, for example maintenance, DVD-recorders, computers, electric/electronic circuits, econometric, optimization, etc. Digital filters are the most versatile, practical and effective methods for extracting the information necessary from the signal. They can be dynamic, so they can be automatically or manually adjusted to the external and internal conditions. Presented in this book are the most advanced digital filters including different case studies and the most relevant literature

    DEVELOPMENT AND EVALUATION OF AN ENHANCED WEIGHTED FREQUENCY FOURIER LINEAR COMBINER ALGORITHM USING BANDWIDTH INFORMATION IN JOYSTICK OPERATION

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    Driving an electric powered wheelchair with a joystick is a complex task for the user who has a pathological tremor. Most powered wheelchairs use simple filtering algorithms to reduce the effects of tremor. These algorithms work well in most situations, but fall short in others. This study addresses the problems associated with pathological tremor associated with Cerebral Palsy (CP). The purpose of this study is to know more about the characteristics of CP tremor with time-frequency analysis and to improve joystick control with other advanced filtering algorithms.We used three estimated parameters, instantaneous frequency (IF), instantaneous bandwidth (IB), and instantaneous power (IP), from a time-frequency distribution (TFD), to characterize CP tremor and to tune a notch filter for canceling CP tremor noise from a joystick signal in an off-line experiment. From the off-line experiment, we showed that our CP tremor suppression system performed better with the information of IF, IB, and IP. We also conducted an on-line experiment in which we introduced two tremor suppression algorithms. One is Weighted-frequency Fourier Linear Combiner (WFLC), which estimates a tremor frequency and its weight, and the other is our modified WFLC, which adjusts a notch width with respect to the bandwidth of CP tremor additionally. We implemented both algorithms on the virtual wheelchair driving test along with a commonly used low-pass filter. We recruited ten subjects who have CP tremor and tested them in a virtual wheelchair driving environment. We observed that CP tremors in the joystick signal were suppressed greatly by the new filtering algorithms. We learned that the time-delay of a low-pass filter caused serious performance degradation of wheelchair driving and observed that most subjects performed better with new filtering methods than with a low-pass filter. Furthermore, since our modified WFLC algorithm was able to reduce more CP tremor noise than WFLC, we learned that it is important to consider the bandwidth information of CP tremor when designing a tremor suppression system

    Deep Learning for Audio Effects Modeling

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    PhD Thesis.Audio effects modeling is the process of emulating an audio effect unit and seeks to recreate the sound, behaviour and main perceptual features of an analog reference device. Audio effect units are analog or digital signal processing systems that transform certain characteristics of the sound source. These transformations can be linear or nonlinear, time-invariant or time-varying and with short-term and long-term memory. Most typical audio effect transformations are based on dynamics, such as compression; tone such as distortion; frequency such as equalization; and time such as artificial reverberation or modulation based audio effects. The digital simulation of these audio processors is normally done by designing mathematical models of these systems. This is often difficult because it seeks to accurately model all components within the effect unit, which usually contains mechanical elements together with nonlinear and time-varying analog electronics. Most existing methods for audio effects modeling are either simplified or optimized to a very specific circuit or type of audio effect and cannot be efficiently translated to other types of audio effects. This thesis aims to explore deep learning architectures for music signal processing in the context of audio effects modeling. We investigate deep neural networks as black-box modeling strategies to solve this task, i.e. by using only input-output measurements. We propose different DSP-informed deep learning models to emulate each type of audio effect transformations. Through objective perceptual-based metrics and subjective listening tests we explore the performance of these models when modeling various analog audio effects. Also, we analyze how the given tasks are accomplished and what the models are actually learning. We show virtual analog models of nonlinear effects, such as a tube preamplifier; nonlinear effects with memory, such as a transistor-based limiter; and electromechanical nonlinear time-varying effects, such as a Leslie speaker cabinet and plate and spring reverberators. We report that the proposed deep learning architectures represent an improvement of the state-of-the-art in black-box modeling of audio effects and the respective directions of future work are given
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