Perceptual Effects of Dynamic Range Compression in Popular Music Recordings - January 2014
Accurate Calculation of Radiation and Diffraction from Loudspeaker Enclosures at Low Frequency - June 2013
New Measurement Techniques for Portable Listening Devices: Technical Report - October 2013
Headphone-Based Virtual Spatialization of Sound with a GPU Accelerator
This paper describes the design of a binaural headphone-based multisource spatial-audio application using a Graphical Processing Unit (GPU) as the compute engine. It is a highly parallel programmable coprocessor that provides massive computation power when the algorithm is properly parallelized. To render a sound source at a specific location, audio samples must be convolved with Head Related Impulse Responses (HRIR) filters for that location. A data base of HRIR at fixed spatial positions is used. Solutions have been developed to handle two problems: synthesizing sound sources positions that are not in the HRIR database, and virtualizing the movement of the sound sources between different positions. The GPU is particularly appropriate for simultaneously executing multiple convolutions without overloading the main CPU. The results show that the proposed application is able to handle up to 240 sources simultaneously when all sources are moving.
Click to purchase paper or login as an AES member. If your company or school subscribes to the AES Journal then you can look for this paper in the institutional version of the Online Journal. If you are not an AES member and would like to subscribe to the E-Library then Join the AES!
This paper costs $20 for non-members, $5 for AES members and is free for E-Library subscribers.