710 research outputs found

    Spatial sound for computer games and virtual reality

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    In this chapter, we discuss spatial sound within the context of Virtual Reality and other synthetic environments such as computer games. We review current audio technologies, sound constraints within immersive multi-modal spaces, and future trends. The review process takes into consideration the wide-varying levels of audio sophistication in the gaming and VR industries, ranging from standard stereo output to Head Related Transfer Function implementation. The level of sophistication is determined mostly by hardware/system constraints (such as mobile devices or network limitations), however audio practitioners are developing novel and diverse methods to overcome many of these challenges. No matter what approach is employed, the primary objectives are very similar—the enhancement of the virtual scene and the enrichment of the user experience. We discuss how successful various audio technologies are in achieving these objectives, how they fall short, and how they are aligned to overcome these shortfalls in future implementations

    A framework for realistic 3D tele-immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems

    Semantic multimedia remote display for mobile thin clients

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    Current remote display technologies for mobile thin clients convert practically all types of graphical content into sequences of images rendered by the client. Consequently, important information concerning the content semantics is lost. The present paper goes beyond this bottleneck by developing a semantic multimedia remote display. The principle consists of representing the graphical content as a real-time interactive multimedia scene graph. The underlying architecture features novel components for scene-graph creation and management, as well as for user interactivity handling. The experimental setup considers the Linux X windows system and BiFS/LASeR multimedia scene technologies on the server and client sides, respectively. The implemented solution was benchmarked against currently deployed solutions (VNC and Microsoft-RDP), by considering text editing and WWW browsing applications. The quantitative assessments demonstrate: (1) visual quality expressed by seven objective metrics, e.g., PSNR values between 30 and 42 dB or SSIM values larger than 0.9999; (2) downlink bandwidth gain factors ranging from 2 to 60; (3) real-time user event management expressed by network round-trip time reduction by factors of 4-6 and by uplink bandwidth gain factors from 3 to 10; (4) feasible CPU activity, larger than in the RDP case but reduced by a factor of 1.5 with respect to the VNC-HEXTILE

    Object-based reverberation for spatial audio

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    Object-based audio is gaining momentum as a means for future audio content to be more immersive, interactive, and accessible. Recent standardization developments make recommendations for object formats; however, the capture, production, and reproduction of reverberation is an open issue. In this paper parametric approaches for capturing, representing, editing, and rendering reverberation over a 3D spatial audio system are reviewed. A framework is proposed for a Reverberant Spatial Audio Object (RSAO), which synthesizes reverberation inside an audio object renderer. An implementation example of an object scheme utilizing the RSAO framework is provided, and supported with listening test results, showing that: the approach correctly retains the sense of room size compared to a convolved reference; editing RSAO parameters can alter the perceived room size and source distance; and, format-agnostic rendering can be exploited to alter listener envelopment

    Reviews on Technology and Standard of Spatial Audio Coding

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    Market  demands  on a more impressive entertainment media have motivated for delivery of three dimensional  (3D) audio content to  home consumers  through Ultra  High  Definition  TV  (UHDTV), the next generation of TV broadcasting, where spatial  audio  coding plays  fundamental role. This paper reviews fundamental concept on spatial audio coding which includes technology, standard, and application. Basic principle of object-based audio reproduction system  will also be elaborated, compared  to  the  traditional channel-based system, to provide good understanding on this popular interactive audio reproduction system which gives end users flexibility to render  their  own preferred  audio composition.Keywords : spatial audio, audio coding, multi-channel audio signals, MPEG standard, object-based audi

    RLFC: Random Access Light Field Compression using Key Views and Bounded Integer Encoding

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    We present a new hierarchical compression scheme for encoding light field images (LFI) that is suitable for interactive rendering. Our method (RLFC) exploits redundancies in the light field images by constructing a tree structure. The top level (root) of the tree captures the common high-level details across the LFI, and other levels (children) of the tree capture specific low-level details of the LFI. Our decompressing algorithm corresponds to tree traversal operations and gathers the values stored at different levels of the tree. Furthermore, we use bounded integer sequence encoding which provides random access and fast hardware decoding for compressing the blocks of children of the tree. We have evaluated our method for 4D two-plane parameterized light fields. The compression rates vary from 0.08 - 2.5 bits per pixel (bpp), resulting in compression ratios of around 200:1 to 20:1 for a PSNR quality of 40 to 50 dB. The decompression times for decoding the blocks of LFI are 1 - 3 microseconds per channel on an NVIDIA GTX-960 and we can render new views with a resolution of 512X512 at 200 fps. Our overall scheme is simple to implement and involves only bit manipulations and integer arithmetic operations.Comment: Accepted for publication at Symposium on Interactive 3D Graphics and Games (I3D '19

    Object-based audio reproduction and the audio scene description format

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    Dieser Beitrag ist mit Zustimmung des Rechteinhabers aufgrund einer (DFG geförderten) Allianz- bzw. Nationallizenz frei zugänglich.This publication is with permission of the rights owner freely accessible due to an Alliance licence and a national licence (funded by the DFG, German Research Foundation) respectively.The introduction of new techniques for audio reproduction such as HRTF-based technology, wave field synthesis and higher-order Ambisonics is accompanied by a paradigm shift from channel-based to object-based transmission and storage of spatial audio. Not only is the separate coding of source signal and source location more efficient considering the number of channels used for reproduction by large loudspeaker arrays, it also opens up new options for a user-controlled interactive sound field design. This article describes the need for a common exchange format for object-based audio scenes, reviews some existing formats with potential to meet some of the requirements and finally introduces a new format called Audio Scene Description Format (ASDF) and presents the SoundScape Renderer, an audio reproduction software which implements a draft version of the ASDF

    Parametrization, auralization, and authoring of room acoustics for virtual reality applications

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    The primary goal of this work has been to develop means to represent acoustic properties of an environment with a set of spatial sound related parameters. These parameters are used for creating virtual environments, where the sounds are expected to be perceived by the user as if they were listened to in a corresponding real space. The virtual world may consist of both visual and audio components. Ideally in such an application, the sound and the visual parts of the virtual scene are in coherence with each other, which should improve the user immersion in the virtual environment. The second aim was to verify the feasibility of the created sound environment parameter set in practice. A virtual acoustic modeling system was implemented, where any spatial sound scene, defined by using the developed parameters, can be rendered audible in real time. In other words the user can listen to the auralized sound according to the defined sound scene parameters. Thirdly, the authoring of creating such parametric sound scene representations was addressed. In this authoring framework, sound scenes and an associated visual scene can be created to be further encoded and transmitted in real time to a remotely located renderer. The visual scene counterpart was created as a part of the multimedia scene acting simultaneously as a user interface for renderer-side interaction.reviewe

    Object-based audio reproduction and the audio scene description format

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    Dieser Beitrag ist mit Zustimmung des Rechteinhabers aufgrund einer (DFG geförderten) Allianz- bzw. Nationallizenz frei zugänglich.This publication is with permission of the rights owner freely accessible due to an Alliance licence and a national licence (funded by the DFG, German Research Foundation) respectively.The introduction of new techniques for audio reproduction such as HRTF-based technology, wave field synthesis and higher-order Ambisonics is accompanied by a paradigm shift from channel-based to object-based transmission and storage of spatial audio. Not only is the separate coding of source signal and source location more efficient considering the number of channels used for reproduction by large loudspeaker arrays, it also opens up new options for a user-controlled interactive sound field design. This article describes the need for a common exchange format for object-based audio scenes, reviews some existing formats with potential to meet some of the requirements and finally introduces a new format called Audio Scene Description Format (ASDF) and presents the SoundScape Renderer, an audio reproduction software which implements a draft version of the ASDF
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