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Auralization

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Binaural and Transaural Stereophony. Natural filtering of the ears and torso ... Transaural Stereophony. Cross talk cancellation. Hll and Hrr are HRTFs. Hrl and Hlr ? ... – PowerPoint PPT presentation

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Title: Auralization


1
Auralization
  • Lauri Savioja
  • (Tapio Lokki)
  • Helsinki University of Technology, TKK

2
AGENDA, 845 920
  • Auralization, i.e., sound rendering
  • Impulse response
  • Basic principle Marienkirche demo
  • Source signals and modeling of directivity of
    sources
  • Modeling from perceptual point of view
  • Dynamic auralization
  • Evaluation of auralization quality
  • Spatial sound reproduction
  • Headphones
  • Loudspeakers

3
Impulse response of a room
4
Impulse response of a room
5
Impulse response
  • A linear time-invariant system (LTI) can be
    modeled with an impulse response
  • The output y(t) is the convolution of the input
    x(t) and the impulse response h(t)
  • Discrete form (convolution is sum)

6
Measured (binaural) impulse response of Tapiola
concert hall
7
Two goals of room acoustics modeling
  • Goal 1 room acoustics prediction
  • Static source and receiver positions
  • No real-time requirement
  • Goal 2 auralization, sound rendering
  • Possibly moving source(s) and listener, even
    geometry
  • Both off-line and interactive (real-time)
    applications
  • Need of anechoic stimulus signals

(Binaural rendering, Lokki, 2002)
8
Goal 2 Auralization / sound rendering
  • Auralization is the process of rendering
    audible, by physical or mathematical modeling,
    the sound field of a source in a space, in such a
    way as to simulate the binaural listening
    experience at a given position in the modeled
    space. (Kleiner et al. 1993, JAES)
  • Sound rendering plausible 3-D sound, e.g., in
    games
  • 3-D model ? spatial IR dry signal
    auralization

9
Auralization
  • Goal Plausible 3-D sound, authentic auralization
  • The most intuitive way to study room acoustic
    prediction results
  • Not only for experts
  • Anechoic stimulus signal
  • Reproduction with binaural or multichannel
    techniques
  • Impulse response has to contain also spatial
    information

10
Auralization, input
  • Input data
  • Anechoic stimulus signal(s) !
  • Geometry material data
  • source(s) and receiver(s) locations and
    orientations

11
Auralization, modeling
  • Source(s) omnidirectional, sometimes directional
  • Medium
  • physically-based sound propagation in a room
  • perceptual models, i.e., artificial reverb
  • Receiver spatial sound reproduction (binaural or
    multichannel)

12
Marienkirche, concert hall in Neubrandenburg
(Germany)
13
source medium receiver
(Savioja et al. 1999, Väänänen 2003)
14
Source Modeling stimulus signal
  • Stimulus
  • Sound signal synthesis
  • Anechoic recordings

15
Source Modeling - Radiation
  • Directivity is a measure of the directional
    characteristic of a sound source.
  • Point sources
  • omnidirectional
  • frequency dependent directivity characteristics
  • Line and volume sources
  • Database of loudspeakers http//www.clfgroup.org/

16
Anechoic stimulus signals
  • In a concert hall typical sound source is an
    orchestra
  • Anechoic recordings needed
  • Directivity of instruments also needed
  • We have just completed such recordings
  • Demo
  • All recordings with 22 microphones
  • Recordings are publicly available for Academic
    purposes
  • Contact Tapio.Lokki_at_tkk.fi
  • http//auralization.tkk.fi

17
Sound field decomposition (Svensson, AES22nd
2002)
diffuse reflections handled by surface sources
18
Computation vs. human perception
Computation vs. Frequency resolution
Computation vs. Time resolution
(Svensson Kristiansen 2002)
19
Two approaches
Perceptually-based
Physically-based
(Väänänen, 2003)
20
Auralization Two approaches (1)
  • Perceptually-based modeling
  • Impulse response is not computed with a geometry
  • A statistical response is applied
  • Psychoacoustical (subjective) parameters are
    applied in tuning the response
  • e.g. reverberation time, clarity, warmness,
    spaciousness
  • Applications music production, teleconferencing,
    computer games...

21
Auralization Two approaches (2)
  • Physically-based modeling
  • Sound propagation and reflections of boundaries
    are modeled based on physics.
  • Impulse response is predicted based on the
    geometry and its properties depend on surface
    materials, directivity and position of sound
    source(s) as well as position and orientation of
    the listener
  • Applications prediction of acoustics, concert
    hall design, virtual auditory environments for
    games and virtual reality applications,
    education, ...

22
Dynamic auralization (sound rendering)
  • Method 1 A grid of impulse responses is computed
    and convolution is performed with interpolated
    responses
  • Applied in the CATT software (http//www.catt.se)
  • Method 2 Parametric rendering

23
Typical Auralization System
1. Scene definition 2. Parametric presentation
of sound paths 3. Auralization with parametric
DSP structure
24
Auralization parameters
  • For the direct sound and each image source the
    following set of auralization parameters is
    provided
  • Distance from the listener
  • Azimuth and elevation angles with respect to the
    listener
  • Source orientation with respect to the listener
  • Reflection data, e.g. as a set of filter
    coefficients which describe the material
    properties in reflections

25
Treatment of one image source a DSP view
  • Directivity
  • Air absorption
  • Distance attenuation
  • Reflection filters
  • Listener modeling
  • Linear system
  • Commutation
  • Cascading

(Adapted from Strauss, 1998)
26
Auralization block diagram
27
Treatment of each image source
28
Late reverberation algorithm
  • A special version of feedback delay network
    (Väänänen et al. 1997)

29
A Case Study a Lecture Room
30
Image sources 1st order
31
Image sources up to 2nd order
32
Image sources up to 3rd order
33
Distance attenuation
34
Distance attenuation (zoomed)
35
Gain air absorption
36
Gain air and material absorption
37
All monaural filtering
38
All monaural filtering (zoomed)
39
Treatment of each image source
40
Only ITD for pure impulse
41
Only ITD for pure impulse (zoom)
42
ITD minimum phase HRTF
43
Monaural filterings ITD
44
Monaural filterings ITD HRTF
45
Auralization block diagram
46
Reverb
47
Image sources reverberation
48
Image sources reverberation
49
Image sources reverberation
50
Dynamic Sound Rendering
  • Dynamic rendering
  • Properties of image sources are time variant
  • The coefficients of filters are changing all the
    time
  • Every single parameter has to be interpolated
  • In delay line pick-ups the fractional delay
    filters have to be used to avoid clicks and
    artifacts
  • Late reverberation is static
  • Update rate ? latency

51
Auralization quality
  • What is the wanted quality?
  • Assesment of quality is possible only by case
    studies
  • Objectively
  • Acoustical attributes
  • With auditory modeling
  • Subjectively
  • Listening tests

52
A case study, lecture hall T3
53
Quality of auralization (Lokki, 2002)
Stimuli clarinet drum
Results clarinet recording
auralization
Results drum recording
auralization
54
Spatial auditory display
  • Nicolas TsingosLauri Savioja

55
Spatial Sound Reproduction Techniques
  • Reproduce the correct perceived
    location/direction of a virtual sound source to
    the ears of the listener
  • Headphone or speaker based.

Binaural stereo
Multiple speakers
56
Binaural and Transaural Stereophony
  • Natural filtering of the ears and torso
  • Apply a directional filtering to the signal
  • Head Related Transfer Functions (HRTFs)
  • Headphones (binaural)
  • Speaker pair (transaural)

57
Head Related Transfer Functions
  • Modeling
  • Finite element techniques
  • Measuring
  • Dummy-heads
  • Human listener
  • HRTFs strongly depend on the listener
  • Morphological differences
  • Adaptation by scaling in frequency domain

58
HRTF filter design
  • Filters separated into two parts
  • 1. Inter-aural time difference (ITD)
  • 2. Minimum-phase FIR-filter
  • In movements
  • Linear interpolation of ITD
  • Bilinear interpolation for FIR

59
Implementing HRTFs
  • Principal component analysis
  • HRTF is a linear combination of eigenfilters
  • Allows for smooth interpolation
  • Allows for reducing the number of operations

60
Transaural Stereophony
  • Cross talk cancellation
  • Hll and Hrr are HRTFs
  • Hrl and Hlr ?

61
Amplitude/Intensity Panning
  • The common surround sound
  • Apply the proper gain to every speaker to
    reproduce the proper perceived direction
  • in 2D pair of loudspeakers
  • in 3D loudspeaker triangle
  • Vector-Base Amplitude Panning (image from Ville
    Pulkki, TKK)

62
Ambisonics
  • Spherical harmonics decomposition of the
    pressure field at a given point
  • 1st order spherical harmonics
  • Sound field can be reproduced from 4 components
  • 1 omnidirectional and 3 orthogonal figure-of-8
  • Allows for manipulating the sound-field
  • Rotations, etc.

63
Wave Field Synthesis
  • Reproduce the exact wave-field in the
    reproduction regions
  • Use speakers on the boundary
  • Kirchoff integral theorem
  • Sound field valid everywhere in the room
  • Heavy resources
  • In practice limited to a planar configuration

64
Comparison
Technique Setup( chans) DSP elevation imaging Sweet spot recording
HRTF light (2) moderate yes v.good n/a yes
Transaural light (2) moderate yes good small yes
AmplitudePanning average (5) low yes (3D array) average medium no
Ambisonics average (4) moderate yes (3D array) good small yes
WFS heavy (100) high ? v.good n/a ?
65
Which Setup for which Environment ?
  • Binaural systems for desktop use
  • Includes stereo transaural
  • Multi-speaker systems for multi-user
  • Well suited to immersive projection-based VR
    systems
  • Projection screens act as low-pass filters
  • Video projection constraints

66
Other Issues for Immersive Environments
  • Overall system latency
  • Less than 100ms is OK
  • Tracking the users head
  • Update binaural/transaural filters
  • Correction of loudspeakers gains
  • Room problems
  • Reflective surfaces

67
Summary
  • Auralization
  • Direct convolution with full directional impulse
    responses
  • Computationally too heavy in practice
  • Parametric impulse response rendering
  • Early reflections treated separately
  • Statistic late reverberation
  • Spatial sound reproduction
  • Headphones HRTFs
  • Loudspeakers VBAP, Ambisonics, Wave Field
    Synthesis

68
Thank you for your attention!ContactLauri.Sav
ioja_at_tkk.fihttp//auralization.tkk.fi
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