Early Reflection Remapping in Synthetic Room Impulse Responses: Theoretical Foundation
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G. Reardon, "Early Reflection Remapping in Synthetic Room Impulse Responses: Theoretical Foundation," Engineering Brief 394, (2017 October.). doi:
G. Reardon, "Early Reflection Remapping in Synthetic Room Impulse Responses: Theoretical Foundation," Engineering Brief 394, (2017 October.). doi:
Abstract: In audio-visual augmented and virtual reality applications, the audio delivered must be consistent with the physical or virtual environment, respectively, in which the viewer/listener is located. Artificial binaural reverberation processing can be used to match the listener’s/viewer's environment acoustics. Typical real-time artificial binaural reverberators render the binaural room impulse response in three distinct section for computational efficiency. Rendering the response using different techniques means that within the response the early reflections and late reverberation may not give the same room-acoustic impression. This paper lays the theoretical foundation for early reflection remapping. This is accomplished by acoustically characterizing the virtual room implied by the early reflections renderer and then later removing that room-character from the response through frequency-domain reshaping.
@article{reardon2017early,
author={reardon, gregory},
journal={journal of the audio engineering society},
title={early reflection remapping in synthetic room impulse responses: theoretical foundation},
year={2017},
volume={},
number={},
pages={},
doi={},
month={october},}
@article{reardon2017early,
author={reardon, gregory},
journal={journal of the audio engineering society},
title={early reflection remapping in synthetic room impulse responses: theoretical foundation},
year={2017},
volume={},
number={},
pages={},
doi={},
month={october},
abstract={in audio-visual augmented and virtual reality applications, the audio delivered must be consistent with the physical or virtual environment, respectively, in which the viewer/listener is located. artificial binaural reverberation processing can be used to match the listener’s/viewer's environment acoustics. typical real-time artificial binaural reverberators render the binaural room impulse response in three distinct section for computational efficiency. rendering the response using different techniques means that within the response the early reflections and late reverberation may not give the same room-acoustic impression. this paper lays the theoretical foundation for early reflection remapping. this is accomplished by acoustically characterizing the virtual room implied by the early reflections renderer and then later removing that room-character from the response through frequency-domain reshaping.},}
TY - paper
TI - Early Reflection Remapping in Synthetic Room Impulse Responses: Theoretical Foundation
SP -
EP -
AU - Reardon, Gregory
PY - 2017
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - October 2017
TY - paper
TI - Early Reflection Remapping in Synthetic Room Impulse Responses: Theoretical Foundation
SP -
EP -
AU - Reardon, Gregory
PY - 2017
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - October 2017
AB - In audio-visual augmented and virtual reality applications, the audio delivered must be consistent with the physical or virtual environment, respectively, in which the viewer/listener is located. Artificial binaural reverberation processing can be used to match the listener’s/viewer's environment acoustics. Typical real-time artificial binaural reverberators render the binaural room impulse response in three distinct section for computational efficiency. Rendering the response using different techniques means that within the response the early reflections and late reverberation may not give the same room-acoustic impression. This paper lays the theoretical foundation for early reflection remapping. This is accomplished by acoustically characterizing the virtual room implied by the early reflections renderer and then later removing that room-character from the response through frequency-domain reshaping.
In audio-visual augmented and virtual reality applications, the audio delivered must be consistent with the physical or virtual environment, respectively, in which the viewer/listener is located. Artificial binaural reverberation processing can be used to match the listener’s/viewer's environment acoustics. Typical real-time artificial binaural reverberators render the binaural room impulse response in three distinct section for computational efficiency. Rendering the response using different techniques means that within the response the early reflections and late reverberation may not give the same room-acoustic impression. This paper lays the theoretical foundation for early reflection remapping. This is accomplished by acoustically characterizing the virtual room implied by the early reflections renderer and then later removing that room-character from the response through frequency-domain reshaping.
Author:
Reardon, Gregory
Affiliation:
New York University, New York, NY, USA
AES Convention:
143 (October 2017)eBrief:394
Publication Date:
October 8, 2017Import into BibTeX
Subject:
Posters—Part 3
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=19342
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