Auralization

Auralization PDF

Author: Michael Vorländer

Publisher: Springer Science & Business Media

Published: 2007-10-27

Total Pages: 341

ISBN-13: 3540488308

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This is the first focused and detailed textbook on acoustic virtual reality. Auralization is the creation of audible acoustic sceneries from computer-generated data. The term "auralization" is to be understood as being analogue to the well-known technique of "visualization". In visual illustration of scenes, data or any other meaningful information, in movie animation and in computer graphics, we describe the process of "making visible" as visualization. In acoustics, auralization is taking place when acoustic effects, primary sound signals or means of sound reinforcement or sound transmission, are processed to be presented by using electro-acoustic equipment. This book is organized as a comprehensive collection of basics, methodology and strategies of acoustic simulation and auralization.

Proceedings of the EAA Joint Symposium on Auralization and Ambisonics 2014

Proceedings of the EAA Joint Symposium on Auralization and Ambisonics 2014 PDF

Author: Weinzierl, Stefan

Publisher: Universitätsverlag der TU Berlin

Published: 2014

Total Pages: 200

ISBN-13: 3798327041

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In consideration of the remarkable intensity of research in the field of Virtual Acoustics, including different areas such as sound field analysis and synthesis, spatial audio technologies, and room acoustical modeling and auralization, it seemed about time to organize a second international symposium following the model of the first EAA Auralization Symposium initiated in 2009 by the acoustics group of the former Helsinki University of Technology (now Aalto University). Additionally, research communities which are focused on different approaches to sound field synthesis such as Ambisonics or Wave Field Synthesis have, in the meantime, moved closer together by using increasingly consistent theoretical frameworks. Finally, the quality of virtual acoustic environments is often considered as a result of all processing stages mentioned above, increasing the need for discussions on consistent strategies for evaluation. Thus, it seemed appropriate to integrate two of the most relevant communities, i.e. to combine the 2nd International Auralization Symposium with the 5th International Symposium on Ambisonics and Spherical Acoustics. The Symposia on Ambisonics, initiated in 2009 by the Institute of Electronic Music and Acoustics of the University of Music and Performing Arts in Graz, were traditionally dedicated to problems of spherical sound field analysis and re-synthesis, strategies for the exchange of ambisonics-encoded audio material, and – more than other conferences in this area – the artistic application of spatial audio systems. This publication contains the official conference proceedings. It includes 29 manuscripts which have passed a 3-stage peer-review with a board of about 70 international reviewers involved in the process. Each contribution has already been published individually with a unique DOI on the DepositOnce digital repository of TU Berlin. Some conference contributions have been recommended for resubmission to Acta Acustica united with Acustica, to possibly appear in a Special Issue on Virtual Acoustics in late 2014. These are not published in this collection.

Physically Based Real-Time Auralization of Interactive Virtual Environments

Physically Based Real-Time Auralization of Interactive Virtual Environments PDF

Author: Dirk Schröder

Publisher: Logos Verlag Berlin GmbH

Published: 2011

Total Pages: 227

ISBN-13: 3832530312

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Analogous to visualization, the auralization of virtual environments describes the simulation of sound propagation inside enclosures where methods of Geometrical Acoustics are mostly applied for a high-quality synthesis of aural stimuli that go along with a certain realistic behavior. In the course of this thesis, the design and implementation of the real-time room acoustics simulation software RAVEN will be described, which is a vital part of the implemented 3D sound-rendering system of RWTH Aachen University's immersive Virtual Reality system. RAVEN relies on present-day knowledge of room acoustical simulation techniques and enables a physically accurate auralization of sound propagation in complex environments including important wave effects such as sound scattering, airborne sound insulation between rooms and sound diffraction. Despite this realistic sound field rendering, not only spatially distributed and freely movable sound sources and receivers are supported at runtime but also modifications and manipulations of the environment itself. All major features are evaluated by investigating both the overall accuracy of the room acoustics simulation and the performance of implemented algorithms, and possibilities for further simulation optimizations are identified by assessing empirical studies of subjects operating in immersive environments

Partitioned convolution algorithms for real-time auralization

Partitioned convolution algorithms for real-time auralization PDF

Author: Frank Wefers

Publisher: Logos Verlag Berlin GmbH

Published: 2015-05-11

Total Pages: 278

ISBN-13: 3832539433

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This work discusses methods for efficient audio processing with finite impulse response (FIR) filters. Such filters are widely used for high-quality acoustic signal processing, e.g. for headphone or loudspeaker equalization, in binaural synthesis, in spatial sound reproduction techniques and for the auralization of reverberant environments. This work focuses on real-time applications, where the audio processing is subject to minimal delays (latencies). Different fast convolution concepts (transform-based, interpolation-based and number-theoretic), which are used to implement FIR filters efficiently, are examined regarding their applicability in real-time. These fast, elementary techniques can be further improved by the concept of partitioned convolution. This work introduces a classification and a general framework for partitioned convolution algorithms and analyzes the algorithmic classes which are relevant for real-time filtering: Elementary concepts which do not partition the filter impulse response (e.g. regular Overlap-Add and Overlap-Save convolution) and advanced techniques, which partition filters uniformly and non-uniformly. The algorithms are thereby regarded in their analytic complexity, their performance on target hardware, the optimal choice of parameters, assemblies of multiple filters, multi-channel processing and the exchange of filter impulse responses without audible artifacts. Suitable convolution techniques are identified for different types of audio applications, ranging from resource-aware auralizations on mobile devices to extensive room acoustics audio rendering using dedicated multi-processor systems.

Sound Reinforcement for Audio Engineers

Sound Reinforcement for Audio Engineers PDF

Author: Wolfgang Ahnert

Publisher: CRC Press

Published: 2022-08-31

Total Pages: 450

ISBN-13: 1000627098

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Sound Reinforcement for Audio Engineers illustrates the current state of the art in sound reinforcement. Beginning with an outline of various fields of applications, from sports venues to religious venues, corporate environments and cinemas, this book is split into 11 chapters covering room acoustics, loudspeakers, microphones and acoustic modelling among many other topics. This comprehensive book packed with references and a historical overview of sound reinforcement design is an essential reference book for students of acoustics and electrical engineering, but also for engineers looking to expand their knowledge of designing sound reinforcement systems.

Aesthetic Computing

Aesthetic Computing PDF

Author: Paul A. Fishwick

Publisher: MIT Press

Published: 2006

Total Pages: 477

ISBN-13: 0262562375

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The application of the theory and practice of art to computer science: how aesthetics and art can play a role in computing disciplines.

Spatial Sound

Spatial Sound PDF

Author: Bosun Xie

Publisher: CRC Press

Published: 2022-10-17

Total Pages: 825

ISBN-13: 1000642836

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Spatial sound is an enhanced and immersive set of audio techniques which provides sound in three-dimensional virtual space. This comprehensive handbook sets out the basic principles and methods with a representative group of applications: sound field and spatial hearing; principles and analytic methods of various spatial sound systems, including two-channel stereophonic sound, and multichannel horizontal and spatial surround sound; ambisonics; wavefield synthesis; binaural playback and virtual auditory display; recording and synthesis, and storage and transmission of spatial sound signals; and objective and subjective evaluation. Applications range from cinemas to small mobile devices. The only book to review spatial sound principles and applications extensively Covers the whole field of spatial sound The book suits researchers, graduate students, and specialist engineers in acoustics, audio, and signal processing.

Handbook for Sound Engineers

Handbook for Sound Engineers PDF

Author: Glen Ballou

Publisher: CRC Press

Published: 2015-03-05

Total Pages: 2834

ISBN-13: 1135016658

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Handbook for Sound Engineers is the most comprehensive reference available for audio engineers, and is a must read for all who work in audio. With contributions from many of the top professionals in the field, including Glen Ballou on interpretation systems, intercoms, assistive listening, and fundamentals and units of measurement, David Miles Huber on MIDI, Bill Whitlock on audio transformers and preamplifiers, Steve Dove on consoles, DAWs, and computers, Pat Brown on fundamentals, gain structures, and test and measurement, Ray Rayburn on virtual systems, digital interfacing, and preamplifiers, Ken Pohlmann on compact discs, and Dr. Wolfgang Ahnert on computer-aided sound system design and room-acoustical fundamentals for auditoriums and concert halls, the Handbook for Sound Engineers is a must for serious audio and acoustic engineers. The fifth edition has been updated to reflect changes in the industry, including added emphasis on increasingly prevalent technologies such as software-based recording systems, digital recording using MP3, WAV files, and mobile devices. New chapters, such as Ken Pohlmann’s Subjective Methods for Evaluating Sound Quality, S. Benjamin Kanters’s Hearing Physiology—Disorders—Conservation, Steve Barbar’s Surround Sound for Cinema, Doug Jones’s Worship Styles in the Christian Church, sit aside completely revamped staples like Ron Baker and Jack Wrightson’s Stadiums and Outdoor Venues, Pat Brown’s Sound System Design, Bob Cordell’s Amplifier Design, Hardy Martin’s Voice Evacuation/Mass Notification Systems, and Tom Danley and Doug Jones’s Loudspeakers. This edition has been honed to bring you the most up-to-date information in the many aspects of audio engineering.

Room Acoustics

Room Acoustics PDF

Author: Heinrich Kuttruff

Publisher: CRC Press

Published: 2016-10-03

Total Pages: 302

ISBN-13: 1482260441

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Well established as a classic reference and specialised textbook, since its first publication in 1973, Heinrich Kuttruff’s Room Acoustics combines detailed coverage with a state of art presentation of the theory and practice of sound behaviour in closed spaces. This sixth edition presents several additional new sections, for instance on the reflection of a spherical wave from a wall, on finite element methods for sound field calculation and on virtual reality, as well as giving an overhaul of the standard material. Particular emphasis is given to the properties and calculation of reverberation, the most obvious acoustical feature of a room. And further key topics include the various mechanisms of sound absorption and their practical application as well as scattering by wall irregularities including pseudo-stochastic structures. Extensive space is given to of psychoacoustic insights and the quality criteria derived from them, along with new procedures for the sensory assessment of concert hall acoustics. As in earlier editions, one full and updated chapter is devoted to the design and performance of electroacoustic systems which nowadays is not just a method for sound amplification but offers many possibilities for correcting acoustic deficiencies and modifying a hall’s natural acoustics.

Sonic Interactions in Virtual Environments

Sonic Interactions in Virtual Environments PDF

Author: Michele Geronazzo

Publisher: Springer Nature

Published: 2022-10-13

Total Pages: 437

ISBN-13: 303104021X

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This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments.