231 research outputs found

    Biorthogonal partners and applications

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    Two digital filters H(z) and F(z) are said to be biorthogonal partners of each other if their cascade H(z)F(z) satisfies the Nyquist or zero-crossing property. Biorthogonal partners arise in many different contexts such as filterbank theory, exact and least squares digital interpolation, and multiresolution theory. They also play a central role in the theory of equalization, especially, fractionally spaced equalizers in digital communications. We first develop several theoretical properties of biorthogonal partners. We also develop conditions for the existence of biorthogonal partners and FIR biorthogonal pairs and establish the connections to the Riesz basis property. We then explain how these results play a role in many of the above-mentioned applications

    Chromatic Dispersion Compensation Using Filter Bank Based Complex-Valued All-Pass Filter

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    A long-haul transmission of 100 Gb/s without optical chromatic-dispersion (CD) compensation provides a range of benefits regarding cost effectiveness, power budget, and nonlinearity tolerance. The channel memory is largely dominated by CD in this case with an intersymbol-interference spread of more than 100 symbol durations. In this paper, we propose CD equalization technique based on nonmaximally decimated discrete Fourier transform (NMDFT) filter bank (FB) with non-trivial prototype filter and complex-valued infinite impulse response (IIR) all-pass filter per sub-band. The design of the sub-band IIR all-pass filter is based on minimizing the mean square error (MSE) in group delay and phase cost functions in an optimization framework. Necessary conditions are derived and incorporated in a multi-step and multi-band optimization framework to ensure the stability of the resulting IIR filter. It is shown that the complexity of the proposed method grows logarithmically with the channel memory, therefore, larger CD values can be tolerated with our approach

    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

    Perfect reconstruction QMF banks for two-dimensional applications

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    A theory is outlined whereby it is possible to design a M x N channel two-dimensional quadrature mirror filter bank which has perfect reconstruction property. Such a property ensures freedom from aliasing, amplitude distortion, and phase distortion. The method is based on a simple property of certain transfer matrices, namely the losslessness property

    Verification of Magnitude and Phase Responses in Fixed-Point Digital Filters

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    In the digital signal processing (DSP) area, one of the most important tasks is digital filter design. Currently, this procedure is performed with the aid of computational tools, which generally assume filter coefficients represented with floating-point arithmetic. Nonetheless, during the implementation phase, which is often done in digital signal processors or field programmable gate arrays, the representation of the obtained coefficients can be carried out through integer or fixed-point arithmetic, which often results in unexpected behavior or even unstable filters. The present work addresses this issue and proposes a verification methodology based on the digital-system verifier (DSVerifier), with the goal of checking fixed-point digital filters w.r.t. implementation aspects. In particular, DSVerifier checks whether the number of bits used in coefficient representation will result in a filter with the same features specified during the design phase. Experimental results show that errors regarding frequency response and overflow are likely to be identified with the proposed methodology, which thus improves overall system's reliability

    Digital filter design using root moments for sum-of-all-pass structures from complete and partial specifications

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    A digital waveguide-based approach for Clavinet modeling and synthesis

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    The Clavinet is an electromechanical musical instrument produced in the mid-twentieth century. As is the case for other vintage instruments, it is subject to aging and requires great effort to be maintained or restored. This paper reports analyses conducted on a Hohner Clavinet D6 and proposes a computational model to faithfully reproduce the Clavinet sound in real time, from tone generation to the emulation of the electronic components. The string excitation signal model is physically inspired and represents a cheap solution in terms of both computational resources and especially memory requirements (compared, e.g., to sample playback systems). Pickups and amplifier models have been implemented which enhance the natural character of the sound with respect to previous work. A model has been implemented on a real-time software platform, Pure Data, capable of a 10-voice polyphony with low latency on an embedded device. Finally, subjective listening tests conducted using the current model are compared to previous tests showing slightly improved results

    Design of doubly-complementary IIR digital filters using a single complex allpass filter, with multirate applications

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    It is shown that a large class of real-coefficient doubly-complementary IIR transfer function pairs can be implemented by means of a single complex allpass filter. For a real input sequence, the real part of the output sequence corresponds to the output of one of the transfer functions G(z) (for example, lowpass), whereas the imaginary part of the output sequence corresponds to its "complementary" filter H(z)(for example, highpass). The resulting implementation is structurally lossless, and hence the implementations of G(z) and H(z) have very low passband sensitivity. Numerical design examples are included, and a typical numerical example shows that the new implementation with 4 bits per multiplier is considerably better than a direct form implementation with 9 bits per multiplier. Multirate filter bank applications (quadrature mirror filtering) are outlined

    End-to-end equalization with convolutional neural networks

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    This work aims to implement a novel deep learning architecture to perform audio processing in the context of matched equalization. Most existing methods for automatic and matched equalization show effective performance and their goal is to find a respective transfer function given a frequency response. Neverthe-less, these procedures require a prior knowledge of the type offilters to be modeled. In addition, fixed filter bank architecturesare required in automatic mixing contexts. Based on end-to-endconvolutional neural networks, we introduce a general purpose ar-chitecture for equalization matching. Thus, by using an end-to-end learning approach, the model approximates the equalizationtarget as a content-based transformation without directly findingthe transfer function. The network learns how to process the au-dio directly in order to match the equalized target audio. We trainthe network through unsupervised and supervised learning proce-dures. We analyze what the model is actually learning and howthe given task is accomplished. We show the model performing matched equalization forshelving, peaking, lowpass and highpass IIR and FIR equalizers
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