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Auralization. Lauri Savioja (Tapio Lokki) Helsinki University of Technology, TKK. AGENDA, 8:45 – 9:20. Auralization, i.e., sound rendering Impulse response Basic principle + Marienkirche demo Source signals and modeling of directivity of sources Modeling from perceptual point of view
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Auralization Lauri Savioja (Tapio Lokki) Helsinki University of Technology, TKK
AGENDA, 8:45 – 9:20 • Auralization, i.e., sound rendering • Impulse response • Basic principle + Marienkirche demo • Source signals and modeling of directivity of sources • Modeling from perceptual point of view • Dynamic auralization • Evaluation of auralization quality • Spatial sound reproduction • Headphones • Loudspeakers
7 meters 10 meters Impulse response of a room
Impulse response • A linear time-invariant system (LTI) can be modeled with an impulse response • The output y(t) is the convolution of the input x(t) and the impulse response h(t) • Discrete form (convolution is sum)
Measured (binaural) impulse response of Tapiola concert hall
Two goals of room acoustics modeling • Goal 1: room acoustics prediction • Static source and receiver positions • No real-time requirement • Goal 2: auralization, sound rendering • Possibly moving source(s) and listener, even geometry • Both off-line and interactive (real-time) applications • Need of anechoic stimulus signals (Binaural rendering, Lokki, 2002)
Goal 2: Auralization / sound rendering • “Auralization is the process of rendering audible, by physical or mathematical modeling, the sound field of a source in a space, in such a way as to simulate the binaural listening experience at a given position in the modeled space.” (Kleiner et al. 1993, JAES) • Sound rendering: plausible 3-D sound, e.g., in games • 3-D model spatial IR* dry signal = auralization
Auralization • Goal: Plausible 3-D sound, authentic auralization • The most intuitive way to study room acoustic prediction results • Not only for experts • Anechoic stimulus signal • Reproduction with binaural or multichannel techniques • Impulse response has to contain also spatial information
Auralization, input • Input data: • Anechoic stimulus signal(s) ! • Geometry + material data • source(s) and receiver(s) locations and orientations
Auralization, modeling • Source(s): omnidirectional, sometimes directional • Medium: • physically-based sound propagation in a room • perceptual models, i.e., artificial reverb • Receiver: spatial sound reproduction (binaural or multichannel)
source – medium – receiver (Savioja et al. 1999, Väänänen 2003)
Source Modeling – stimulus signal • Stimulus • Sound signal synthesis • Anechoic recordings
Source Modeling - Radiation • Directivity is a measure of the directional characteristic of a sound source. • Point sources • omnidirectional • frequency dependent directivity characteristics • Line and volume sources • Database of loudspeakers http://www.clfgroup.org/
Anechoic stimulus signals • In a concert hall typical sound source is an orchestra • Anechoic recordings needed • Directivity of instruments also needed • We have just completed such recordings • Demo • All recordings with 22 microphones • Recordings are publicly available for Academic purposes • Contact: Tapio.Lokki@tkk.fi • http://auralization.tkk.fi
Sound field decomposition (Svensson, AES22nd 2002) diffuse reflections handled by surface sources
Computation vs. human perception Computation vs. Frequency resolution Computation vs. Time resolution (Svensson & Kristiansen 2002)
Two approaches Perceptually-based Physically-based (Väänänen, 2003)
Auralization: Two approaches (1) • Perceptually-based modeling • Impulse response is not computed with a geometry • A ”statistical” response is applied • Psychoacoustical (subjective) parameters are applied in tuning the response • e.g. reverberation time, clarity, warmness, spaciousness • Applications: music production, teleconferencing, computer games...
Auralization: Two approaches (2) • Physically-based modeling • Sound propagation and reflections of boundaries are modeled based on physics. • Impulse response is predicted based on the geometry and its properties depend on surface materials, directivity and position of sound source(s) as well as position and orientation of the listener • Applications: prediction of acoustics, concert hall design, virtual auditory environments for games and virtual reality applications, education, ...
Dynamic auralization (≈sound rendering) • Method 1: A grid of impulse responses is computed and convolution is performed with interpolated responses: • Applied in the CATT software (http://www.catt.se) • Method 2: ”Parametric rendering”
Typical Auralization System 1. Scene definition 2. Parametric presentation of sound paths 3. Auralization with parametric DSP structure
Auralization parameters • For the direct sound and each image source the following set of auralization parameters is provided: • Distance from the listener • Azimuth and elevation angles with respect to the listener • Source orientation with respect to the listener • Reflection data, e.g. as a set of filter coefficients which describe the material properties in reflections
Treatment of one image source – a DSP view • Directivity • Air absorption • Distance attenuation • Reflection filters • Listener modeling • Linear system • Commutation • Cascading (Adapted from Strauss, 1998)
Late reverberation algorithm • A special version of feedback delay network (Väänänen et al. 1997)
Dynamic Sound Rendering • Dynamic rendering • Properties of image sources are time variant • The coefficients of filters are changing all the time • Every single parameter has to be interpolated • In delay line pick-ups the fractional delay filters have to be used to avoid clicks and artifacts • Late reverberation is static • Update rate latency