Interactive Real-Time Implementations of Higher Order Ambisonics to Binaural Rendering Using VISR
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S. Ruiz, FI. MA. Fazi, F. Hoffmann, and DI. MA. Murillo, "Interactive Real-Time Implementations of Higher Order Ambisonics to Binaural Rendering Using VISR," Paper 63, (2019 March.). doi:
S. Ruiz, FI. MA. Fazi, F. Hoffmann, and DI. MA. Murillo, "Interactive Real-Time Implementations of Higher Order Ambisonics to Binaural Rendering Using VISR," Paper 63, (2019 March.). doi:
Abstract: This work presents the implementation and experimental validation of an interactive binaural renderer that uses spherical microphone array recordings. The plane wave density function is used to represent the sound field. One implementation using a complete head-related transfer function dataset and one using a spatially re-sampled set are considered. System’s performance is measured based on interaural time and level differences. Static performance validation is given by comparison to an established database. For the dynamic case, a real-time implementation using a head tracker is done. Good agreement is seen for interaural time differences. Significant errors for interaural level differences are found above the spatial aliasing frequency. The spatially re-sampled set implementation improves high-frequency content without affecting interaural time and level differences.
@article{ruiz2019interactive,
author={ruiz, santiago and fazi, filippo maria and hoffmann, falk-martin and murillo, diego mauricio},
journal={journal of the audio engineering society},
title={interactive real-time implementations of higher order ambisonics to binaural rendering using visr},
year={2019},
volume={},
number={},
pages={},
doi={},
month={march},}
@article{ruiz2019interactive,
author={ruiz, santiago and fazi, filippo maria and hoffmann, falk-martin and murillo, diego mauricio},
journal={journal of the audio engineering society},
title={interactive real-time implementations of higher order ambisonics to binaural rendering using visr},
year={2019},
volume={},
number={},
pages={},
doi={},
month={march},
abstract={this work presents the implementation and experimental validation of an interactive binaural renderer that uses spherical microphone array recordings. the plane wave density function is used to represent the sound field. one implementation using a complete head-related transfer function dataset and one using a spatially re-sampled set are considered. system’s performance is measured based on interaural time and level differences. static performance validation is given by comparison to an established database. for the dynamic case, a real-time implementation using a head tracker is done. good agreement is seen for interaural time differences. significant errors for interaural level differences are found above the spatial aliasing frequency. the spatially re-sampled set implementation improves high-frequency content without affecting interaural time and level differences.},}
TY - paper
TI - Interactive Real-Time Implementations of Higher Order Ambisonics to Binaural Rendering Using VISR
SP -
EP -
AU - Ruiz, Santiago
AU - Fazi, Filippo Maria
AU - Hoffmann, Falk-Martin
AU - Murillo, Diego Mauricio
PY - 2019
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - March 2019
TY - paper
TI - Interactive Real-Time Implementations of Higher Order Ambisonics to Binaural Rendering Using VISR
SP -
EP -
AU - Ruiz, Santiago
AU - Fazi, Filippo Maria
AU - Hoffmann, Falk-Martin
AU - Murillo, Diego Mauricio
PY - 2019
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - March 2019
AB - This work presents the implementation and experimental validation of an interactive binaural renderer that uses spherical microphone array recordings. The plane wave density function is used to represent the sound field. One implementation using a complete head-related transfer function dataset and one using a spatially re-sampled set are considered. System’s performance is measured based on interaural time and level differences. Static performance validation is given by comparison to an established database. For the dynamic case, a real-time implementation using a head tracker is done. Good agreement is seen for interaural time differences. Significant errors for interaural level differences are found above the spatial aliasing frequency. The spatially re-sampled set implementation improves high-frequency content without affecting interaural time and level differences.
This work presents the implementation and experimental validation of an interactive binaural renderer that uses spherical microphone array recordings. The plane wave density function is used to represent the sound field. One implementation using a complete head-related transfer function dataset and one using a spatially re-sampled set are considered. System’s performance is measured based on interaural time and level differences. Static performance validation is given by comparison to an established database. For the dynamic case, a real-time implementation using a head tracker is done. Good agreement is seen for interaural time differences. Significant errors for interaural level differences are found above the spatial aliasing frequency. The spatially re-sampled set implementation improves high-frequency content without affecting interaural time and level differences.
Authors:
Ruiz, Santiago; Fazi, Filippo Maria; Hoffmann, Falk-Martin; Murillo, Diego Mauricio
Affiliations:
KU Leuven, Leuven, Belgium; University of Southampton, Southampton, UK; University of Southampton, Southampton, UK; Universidad de San Buenaventura, MedellĂn, Colombia(See document for exact affiliation information.)
AES Conference:
2019 AES International Conference on Immersive and Interactive Audio (March 2019)
Paper Number:
63
Publication Date:
March 17, 2019Import into BibTeX
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=20413