7 research outputs found

    Listen2Scene: Interactive material-aware binaural sound propagation for reconstructed 3D scenes

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    We present an end-to-end binaural audio rendering approach (Listen2Scene) for virtual reality (VR) and augmented reality (AR) applications. We propose a novel neural-network-based binaural sound propagation method to generate acoustic effects for 3D models of real environments. Any clean audio or dry audio can be convolved with the generated acoustic effects to render audio corresponding to the real environment. We propose a graph neural network that uses both the material and the topology information of the 3D scenes and generates a scene latent vector. Moreover, we use a conditional generative adversarial network (CGAN) to generate acoustic effects from the scene latent vector. Our network is able to handle holes or other artifacts in the reconstructed 3D mesh model. We present an efficient cost function to the generator network to incorporate spatial audio effects. Given the source and the listener position, our learning-based binaural sound propagation approach can generate an acoustic effect in 0.1 milliseconds on an NVIDIA GeForce RTX 2080 Ti GPU and can easily handle multiple sources. We have evaluated the accuracy of our approach with binaural acoustic effects generated using an interactive geometric sound propagation algorithm and captured real acoustic effects. We also performed a perceptual evaluation and observed that the audio rendered by our approach is more plausible as compared to audio rendered using prior learning-based sound propagation algorithms.Comment: Project page: https://anton-jeran.github.io/Listen2Scene

    M3-AUDIODEC: Multi-channel multi-speaker multi-spatial audio codec

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    We introduce M3-AUDIODEC, an innovative neural spatial audio codec designed for efficient compression of multi-channel (binaural) speech in both single and multi-speaker scenarios, while retaining the spatial location information of each speaker. This model boasts versatility, allowing configuration and training tailored to a predetermined set of multi-channel, multi-speaker, and multi-spatial overlapping speech conditions. Key contributions are as follows: 1) Previous neural codecs are extended from single to multi-channel audios. 2) The ability of our proposed model to compress and decode for overlapping speech. 3) A groundbreaking architecture that compresses speech content and spatial cues separately, ensuring the preservation of each speaker's spatial context after decoding. 4) M3-AUDIODEC's proficiency in reducing the bandwidth for compressing two-channel speech by 48% when compared to individual binaural channel compression. Impressively, at a 12.6 kbps operation, it outperforms Opus at 24 kbps and AUDIODEC at 24 kbps by 37% and 52%, respectively. In our assessment, we employed speech enhancement and room acoustic metrics to ascertain the accuracy of clean speech and spatial cue estimates from M3-AUDIODEC. Audio demonstrations and source code are available online at https://github.com/anton-jeran/MULTI-AUDIODEC .Comment: More results and source code are available at https://anton-jeran.github.io/MAD

    GWA: A Large High-Quality Acoustic Dataset for Audio Processing

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    We present the Geometric-Wave Acoustic (GWA) dataset, a large-scale audio dataset of over 2 million synthetic room impulse responses (IRs) and their corresponding detailed geometric and simulation configurations. Our dataset samples acoustic environments from over 6.8K high-quality diverse and professionally designed houses represented as semantically labeled 3D meshes. We also present a novel real-world acoustic materials assignment scheme based on semantic matching that uses a sentence transformer model. We compute high-quality impulse responses corresponding to accurate low-frequency and high-frequency wave effects by automatically calibrating geometric acoustic ray-tracing with a finite-difference time-domain wave solver. We demonstrate the higher accuracy of our IRs by comparing with recorded IRs from complex real-world environments. The code and the full dataset will be released at the time of publication. Moreover, we highlight the benefits of GWA on audio deep learning tasks such as automated speech recognition, speech enhancement, and speech separation. We observe significant improvement over prior synthetic IR datasets in all tasks due to using our dataset.Comment: Project webpage https://gamma.umd.edu/pro/sound/gw

    AdVerb: Visually Guided Audio Dereverberation

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    We present AdVerb, a novel audio-visual dereverberation framework that uses visual cues in addition to the reverberant sound to estimate clean audio. Although audio-only dereverberation is a well-studied problem, our approach incorporates the complementary visual modality to perform audio dereverberation. Given an image of the environment where the reverberated sound signal has been recorded, AdVerb employs a novel geometry-aware cross-modal transformer architecture that captures scene geometry and audio-visual cross-modal relationship to generate a complex ideal ratio mask, which, when applied to the reverberant audio predicts the clean sound. The effectiveness of our method is demonstrated through extensive quantitative and qualitative evaluations. Our approach significantly outperforms traditional audio-only and audio-visual baselines on three downstream tasks: speech enhancement, speech recognition, and speaker verification, with relative improvements in the range of 18% - 82% on the LibriSpeech test-clean set. We also achieve highly satisfactory RT60 error scores on the AVSpeech dataset.Comment: Accepted at ICCV 2023. For project page, see https://gamma.umd.edu/researchdirections/speech/adver

    Towards Improved Room Impulse Response Estimation for Speech Recognition

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    We propose to characterize and improve the performance of blind room impulse response (RIR) estimation systems in the context of a downstream application scenario, far-field automatic speech recognition (ASR). We first draw the connection between improved RIR estimation and improved ASR performance, as a means of evaluating neural RIR estimators. We then propose a GAN-based architecture that encodes RIR features from reverberant speech and constructs an RIR from the encoded features, and uses a novel energy decay relief loss to optimize for capturing energy-based properties of the input reverberant speech. We show that our model outperforms the state-of-the-art baselines on acoustic benchmarks (by 72% on the energy decay relief and 22% on an early-reflection energy metric), as well as in an ASR evaluation task (by 6.9% in word error rate)
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