model/data-based synthesis of virtual environments numeric simulation of virtual environments Ear signals captured with individuals head and torso simulator (HATS) Underlying signal processing techniques recording/playback of ear-signals capture/convolution of source signals with impulse responses Spors et al. | 21.9.2015 | Two!Ears – Simulating Room Acoustics | Introduction 3 / 21
source to the left/right ears → HRIRs database of HRIRs for different source positions head/torso rotation equivalent to source at fixed distance Playback convolution of dry source signal with HRIRs Pros/Cons + copes for head orientation + variable position of source/receiver – no diffuse sources Applications (anechoic) scenarios with limited number of (static) sources Spors et al. | 21.9.2015 | Two!Ears – Simulating Room Acoustics | Binaural Synthesis Techniques 5 / 21
for source 60o to the left side 0 1 2 3 4 5 time (ms) −1.0 −0.5 0.0 0.5 1.0 left ear right ear Spors et al. | 21.9.2015 | Two!Ears – Simulating Room Acoustics | Binaural Synthesis Techniques 6 / 21
from a source to the left/right ears → BRIRs database of BRIRs for different head-orientations Playback convolution of dry source signal with BRIRs Pros/Cons + copes for head rotation + includes room acoustics – fixed position of source/receiver Applications reverberant scenarios with low number of static sources Spors et al. | 21.9.2015 | Two!Ears – Simulating Room Acoustics | Binaural Synthesis Techniques 8 / 21
head rotated 60o to the right side 0 50 100 150 200 time (ms) −1.0 −0.5 0.0 0.5 1.0 left ear right ear Spors et al. | 21.9.2015 | Two!Ears – Simulating Room Acoustics | Binaural Synthesis Techniques 9 / 21
from a moving source to the left/right ears Playback time-variant convolution of dry source signal Pros/Cons + includes acoustic properties of room – fixed trajectory of source/receiver – fixed head orientation Applications reverberant scenario with low number of dynamic sources Spors et al. | 21.9.2015 | Two!Ears – Simulating Room Acoustics | Binaural Synthesis Techniques 10 / 21
to a microphone array decomposition of captured sound field into plane waves Playback filtering of plane waves with HRIRs → BRIRs, convolution of source signal Pros/Cons + copes for small translatory movements + head rotation possible + individual HRIRs – nearly fixed position of source/receiver Spors et al. | 21.9.2015 | Two!Ears – Simulating Room Acoustics | Binaural Synthesis Techniques 11 / 21
includes all effects due to the wave nature of sound complex for large rooms/small wavelegths Geometrical decomposes sound propagation into rays of sound effects due to wave nature are not fully covered applicable for large rooms/small wavelengths Statistical statistical properties of perceived room impression underlying assumption: diffuse sound field buildup and decay of sound, stationary sound field in rooms Spors et al. | 21.9.2015 | Two!Ears – Simulating Room Acoustics | Numeric Simulation 12 / 21
characterizing the environment evaluation requires physical and perceptual labels central database of audio-visual data and perceptual labels Infrastructure public and project-internal database software interface for seamless access common data formats https://github.com/TWOEARS/data Spors et al. | 21.9.2015 | Two!Ears – Simulating Room Acoustics | Database 16 / 21
formats sounds converted to Waveform Audio File Format (WAV) IRs converted to Spatially Oriented Format for Acoustics (SOFA) Audio-Visual Scene Description XML-based description of scene references to binary data supported by binaural simulator Spors et al. | 21.9.2015 | Two!Ears – Simulating Room Acoustics | Database 17 / 21
evaluation ⇒ reproducible research best practice for other research projects Spors et al. | 21.9.2015 | Two!Ears – Simulating Room Acoustics | Conclusions 21 / 21