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3D Audio and Environmental Effects in SMIL

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not what we are used to. Limitations : why do we care ? ... Music playlists. Module proposal concepts. Egocentric positional audio. Mixing console paradigm ... – PowerPoint PPT presentation

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Title: 3D Audio and Environmental Effects in SMIL


1
3D Audio and Environmental Effects in SMIL
  • Jean-Michel Trivi jmt_at_atc.creative.com
  • Jean-Marc Jot jmj_at_atc.creative.com
  • Creative ATC, Scotts Valley, CA, U.S.A.

2
Outline
  • Why ?
  • What ?
  • How ?

3
Existing SMIL audio features
  • Temporal presentation properties
  • Sound Volume
  • AudioLayout module
  • Region element
  • soundLevel property
  • Useful
  • (example)

4
Existing SMIL audio features
  • Temporal presentation properties
  • Sound Volume
  • Useful
  • but not what we are used to

5
Limitations why do we care ?
  • Poor audio experience compared to other common
    multimedia experiences
  • Movies
  • Games
  • Music
  • TV
  • Restrict
  • application fields
  • perceived quality of content

6
YASM !?!
  • Yet Another SMIL Module ?
  • Goal extend the sound rendering capabilities of
    SMIL
  • 3D sound / environmental effects
  • Audio processing effects

7
3D sound and Environmental Effects
  • Positional sound
  • Optimization of rendering to playback device
  • Artistic freedom
  • Spatial sound source discrimination
  • Environmental effects
  • Reverberations
  • Filtering
  • More realistic Integration (SMIL)

8
3D sound
  • Sound spatialization techniques
  • ITD
  • ILD
  • HRTF
  • Cross-talk cancellation

9
Environmental effects
  • Reverberation model (I3DL2)

10
Environmental effects
  • Reverberation example

11
Environmental effects
  • Reverberation model
  • Source rendering models
  • Distance attenuation (air absorption)
  • Frequency dependent directivity

12
Environmental effects
  • High-level muffling effects
  • Obstruction
  • Exclusion
  • Occlusion

13
Environmental effects
  • Obstruction

14
Environmental effects
  • Exclusion

15
Environmental effects
  • Occlusion

Occlusion
16
Environmental effects
  • High-level muffling effects
  • Virtual worlds effect
  • but also useful to convey sense of
    presence/absence.

17
Audio processing effects
  • Used commonly in music
  • Flanger
  • Chorus
  • Pitch shifting
  • Distortion
  • Adds to the artistic palette
  • Music playlists

18
Module proposal concepts
  • Egocentric positional audio
  • Mixing console paradigm

19
Egocentric Positional audio
  • SMIL is presentation oriented
  • Doesnt target virtual world simulation
  • One static listener
  • (azimuth, elevation, distance)
  • Easy to animate/author
  • Constant distant motions

20
Mixing Console paradigm
21
Mixing Console paradigm
Sends to effects
Sources
Effect 1 Reverb
Effect 2 Chorus
3D
3D
3D
3D
mixer
22
Implementation
  • 3D sound
  • OpenAL
  • MS DirectSound
  • I3DL2 reverberator
  • Creatives EAX
  • MS DMOs
  • Conformance TBD

23
Conclusion
  • Proposal to enhance SMILs audio rendering
    capabilities
  • Uses common audio concepts
  • Effects
  • Architecture
  • Based on open I3DL2 specification

24
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