Title: Virtualized Audio as a Distributed Interactive Application
1Virtualized Audioas aDistributed Interactive
Application
- Peter A. Dinda
- Northwestern University
- Access Grid Retreat, 1/30/01
2Overview
- Audio systems are pathetic and stagnant
- We can do better Virtualized Audio (VA)
- VA can exploit distributed environments
- VA demands interactive response
What I believe
Why I care
3Traditional Audio (TA) System
Performance Room
Listening Room
Performer
Amp
Loudspeakers
Sound Field 1
Sound Field 2
Mixer
Microphones
Listener
Headphones
4TA Mixing And Filtering
Perception of Headphone Reproduced Sound
Listeners Location and HRTF
Perception of Real Sound
Performance Room Filter
Mixing (reduction)
Microphone Sampling
Headphones
Performer
Perception of LoudspeakerReproduced Sound
Listeners Location and HRTF
Loudspeaker Filter
Listening Room Filter
Amp Filter
5Virtualized Audio (VA) System
6VA Filtering, Separation, and Auralization
VA Forward Problem
VA Reverse Problem
7The Reverse Problem -Source Separation
other inputs
microphone signals
sound source positions
Recovery Algorithms
sound source signals
room geometry and properties
microphone positions
Human Space
Microphones
Reverse Problem
- Microphone signals are a result of sound source
signals, positions, microphone positions, and the
geometry and material properties of the room. - We seek to recover these underlying producers of
the microphone signals.
8The Reverse Problem
- Blind source separation and deconvolution
- Statistical estimation problem
- Can unblind problem in various ways
- Large number of microphones
- Tracking of performers
- Separate out room deconvolution from source
location - Directional microphones
- Phased arrays
Potential to trade off computational
requirements and specialized equipment
Much existing research to be exploited
9Transducer Beaming
l gt L
l gtgt L
l L
l lt L
Wave
l ltlt L
L
Transducer
l
10Phased Arrays of Transducers
Physical Equivalent
Phased Array
11The Forward Problem - Auralization
sound source positions
Auralization Algorithms
sound source signals
Listener signals
room geometry/properties
Listener positions
Listener wearing Headphones (or HSS scheme)
- In general, all inputs are a function of time
- Auralization must proceed in real-time
12Ray-based Approaches To Auralization
- For each sound source, cast some number of rays,
then collect rays that intersect listener
positions - Geometrical simplification for rectangular spaces
and specular reflections - Problems
- Non-specular reflections requires exponential
growth in number of rays to simulate - Most interesting spaces are not rectangular
13Wave Propagation Approach
2p/2t 2p/2x 2p/2y 2p/2z
- Captures all properties except absorption
- absorption adds 1st partial terms
14Method of Finite Differences
- Replace differentials with differences
- Solve on a regular grid
- Simple stencil computation (2D Ex. in Fx)
- Do it really fast
pdo i2,Y-1 pdo j2,X-1
workarray(m0,j,i) (.99) (
Rtemparray(j1,i)
2.0(1-2.0R)temparray(j,i)
Rtemparray(j-1,i)
Rtemparray(j,i1)
Rtemparray(j,i-1) -
workarray(m1,j,i) ) endpdo endpdo
15How Fast is Really Fast?
- O(xyz(kf)4 / c3) stencil operations per second
are necessary - fmaximum frequency to be resolved
- x,y,zdimensions of simulated space
- kgrid points per wavelength (2..10 typical)
- cspeed of sound in medium
- for air, k2, f20 KHz, xyz4m, need to perform
4.1 x 1012 stencil operations per second (30 FP
operations each)
16LTI Simplification
- Consider the system as LTI - Linear and
Time-Invariant - We can characterize an LTI system by its impulse
response h(t) - In particular, for this system there is an
impulse response from each sound source i to each
listener j h(i,j,t) - Then for sound sources si (t), the output mj(t)
listener j hears is mj (t) Si h(i,j,t) si(t),
where is the convolution operator
17LTI Complications
- Note that h(i,j) must be recomputed whenever
space properties or signal source positions
change - The system is not really LTI
- Moving sound source - no Doppler effect
- Provided sound source and listener movements, and
space property changes are slow, approximation
should be close, though. - Possible virtual source extension
18Where do h(i,j,t)s come from?
- Instead of using input signals as boundary
conditions to wave propagation simulation, use
impulses (Dirac deltas) - Only run simulation when an h(i,j,t) needs to be
recomputed due to movement or change in space
properties.
19Exploiting a Remote Supercomputer or the Grid
20Interactivity in the Forward Problem
sound source positions
Auralization Algorithms
sound source signals
Listener signals
room geometry/properties
Listener positions
Listener wearing headphones
21Full Example of Virtualized Audio
other inputs
microphone signals
sound source positions
Recovery Algorithms
sound source signals
room geometry and properties
microphone positions
Human Space
Microphones
Reverse Problem
other inputs
microphone signals
sound source positions
Recovery Algorithms
Combine
sound source signals
room geometry and properties
microphone positions
Human Space
Microphones
Reverse Problem
other inputs
microphone signals
sound source positions
Recovery Algorithms
sound source signals
room geometry and properties
microphone positions
Human Space
Microphones
Reverse Problem
22VA as a Distributed Interactive Application
- Disparate resource requirements
- Low latency audio input/output
- Massive computation requirements
- Low latency control loop with human in the loop
- Response time must be bounded
- Adaptation mechanisms
- Choice between full simulation and LTI
simplification - number of listeners
- Frequency limiting versus delay
- Truncation of impulse responses
- Spatial resolution of impulse response functions
23Conclusion
- We can and should do better than the current
state of audio - Lots of existing research to exploit
- The basis of virtualized audio
- Trade off computation and specialized hardware
- VA is a distributed interactive application
VA forward problem currently being implemented at
Northwestern