• Title/Summary/Keyword: Sound Rendering System

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Real-time 3D Audio Downmixing System based on Sound Rendering for the Immersive Sound of Mobile Virtual Reality Applications

  • Hong, Dukki;Kwon, Hyuck-Joo;Kim, Cheong Ghil;Park, Woo-Chan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.12
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    • pp.5936-5954
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    • 2018
  • Eight out of the top ten the largest technology companies in the world are involved in some way with the coming mobile VR revolution since Facebook acquired Oculus. This trend has allowed the technology related with mobile VR to achieve remarkable growth in both academic and industry. Therefore, the importance of reproducing the acoustic expression for users to experience more realistic is increasing because auditory cues can enhance the perception of the complicated surrounding environment without the visual system in VR. This paper presents a audio downmixing system for auralization based on hardware, a stage of sound rendering pipelines that can reproduce realiy-like sound but requires high computation costs. The proposed system is verified through an FPGA platform with the special focus on hardware architectural designs for low power and real-time. The results show that the proposed system on an FPGA can downmix maximum 5 sources in real-time rate (52 FPS), with 382 mW low power consumptions. Furthermore, the generated 3D sound with the proposed system was verified with satisfactory results of sound quality via the user evaluation.

A Multichannel System for Virtual 3-D Sound Rendering (입체음장재현을 위한 멀티채널시스템)

  • Lee Chanjoo;Park Youngjin;Oh Si-Hwan;Kim Yoonsun
    • Proceedings of the Acoustical Society of Korea Conference
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    • spring
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    • pp.223-226
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    • 2000
  • Currently a multichannel system for virtual 3-D sound rendering is under development. Robust sound image formation and smooth real time interactivity are main design Points. The system utilizes VBAP algorithm as virtual sound image positioning. Overall system settings can be easily configured. We developed software, RIMA. as a driving Program of the system. At this stage, it is possible to position virtual sound images at arbitrary positions in three-dimensional space. The characteristics of the system are discussed. The system has been applied to the KAIST Bicycle Simulator to generate the virtual sound field.

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Cache simulation for measuring cache performance suitable for sound rendering (사운드 렌더링에 적합한 캐시 성능 측정을 위한 캐시 시뮬레이션)

  • Joo, Yejong;Hong, Dukki;Chung, Woonam;Park, Woo-Chan
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.123-133
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    • 2017
  • Cache performance is an important factor in hardware system. We proceed with a cache simulation to analyze the cache performance suitable for sound rendering. In addition, we introduce hardware models based on ray tracing used in geometric method and studies to improve cache performance. Cache simulation is performed on various conditions for cache size, way and block. Various simulations can be found to influence the cache hit rate. We compare cache simulation results with actual hardware performance to analyze cache performance suitable for sound rendering.

A study on multichannel 3D sound rendering

  • Kim, Sun-Min;Park, Young-Jin
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.117.2-117
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    • 2001
  • In this paper, 3D sound rendering using multichannel speakers is studied. Virtual 3D sound technology has mainly been researched with binaural system. The conventional binaural sound systems reproduce the desired sound at two arbitrary points using two speakers in 3DD space. However, it is hard to implement the localization of virtual source at back/front and top/below positions because the HRTF of an individual is unique just like the fingerprint. Most of all, the HRTF is highly sensitive to the elevation change. Multichannel sound systems have mainly been used to reproduce the sound field picked up over a certain volume rather than at specific points. Moreover, multichannel speakers arranged in 3-D space produce a much better performance of ...

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Real-Time 3D Sound Rendering System Implementation for Virtual Reality Environment (VR 환경을 위한 실시간 음장 재현 시스템 구현)

  • Chae, Soo-Bok;Bhang, Seung-Beum;Hwang, Shin;Ko, Hee-Dong;Kim, Soon-Hyob
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.11a
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    • pp.222-227
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    • 2000
  • 본 논문은 VR시스템에서 실시간으로 3D Sound를 Rendering하기 위한 음장재현 시스템구현에 관한 것이다. 2개의 Speaker 또는 헤드폰을 사용하여 음장을 제어할 수 있다. 음장 제어는 레이 트레이싱(Ray Tracing)기법을 이용하여 음장을 시뮬레이션하고 가상 공간의 음장 파라미터를 추출하여 음원에 적용하면서 실시간으로 음장효과를 렌더링한다. 이 시스템은 펜티엄-II 333MHz, 128M RAM, SoundBlaster SoundCard를 사용한 시스템에서 구현하였다. 최종적으로 청취자는 2개의 스피커 또는 헤드폰을 이용하여 3D 음장을 경험하게 된다.

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A Real Time 6 DoF Spatial Audio Rendering System based on MPEG-I AEP (MPEG-I AEP 기반 실시간 6 자유도 공간음향 렌더링 시스템)

  • Kyeongok Kang;Jae-hyoun Yoo;Daeyoung Jang;Yong Ju Lee;Taejin Lee
    • Journal of Broadcast Engineering
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    • v.28 no.2
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    • pp.213-229
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    • 2023
  • In this paper, we introduce a spatial sound rendering system that provides 6DoF spatial sound in real time in response to the movement of a listener located in a virtual environment. This system was implemented using MPEG-I AEP as a development environment for the CfP response of MPEG-I Immersive Audio and consists of an encoder and a renderer including a decoder. The encoder serves to offline encode metadata such as the spatial audio parameters of the virtual space scene included in EIF and the directivity information of the sound source provided in the SOFA file and deliver them to the bitstream. The renderer receives the transmitted bitstream and performs 6DoF spatial sound rendering in real time according to the position of the listener. The main spatial sound processing technologies applied to the rendering system include sound source effect and obstacle effect, and other ones for the system processing include Doppler effect, sound field effect and etc. The results of self-subjective evaluation of the developed system are introduced.

A Study on Real -Tine 3B Sound Rendering System for Virtual Reality Environment (VR 환경에 적합한 실시간 음장 재현 시스템에 관한 연구)

  • Chae SooBok;Bhang SungBeum;Hwang Shin;Ko HeeDong;Kim SoonHyob
    • Proceedings of the Acoustical Society of Korea Conference
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    • autumn
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    • pp.353-356
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    • 2000
  • 본 논문은 VR시스템에서 실시간으로 3D Sound를 Rendering하기 위한 음장재현 시스템구현에 관한 것이다. 2개의 Speaker 또는 헤드폰을 사용하여 음장을 제어할 수 있다. 음장 제어는 레이 트레이싱(Ray Tracing)기법을 이용하여 음장을 시뮬레이션하고 가상 공간의 음장 파라미터를 추출하여 음원에 적용하면서 실시간으로 음장효과를 렌더링한다. 이 시스템은 펜티엄-II 333MHz, 128M RAM, Sound Blaster Sound Card를 사용한 시스템에서 구현하였다. 최종적으로 청취자는 2개의 스피커 또는 헤드폰을 이용하여 3D 음장을 경험하게 된 다.

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A Study on Improving the Reality of the Vehicle Simulator Based on the Virtual Reality (가상현실 기반의 차량 시뮬레이터의 현실감 향상에 관한 연구)

  • Choi Young-Il;Kwon Seong-Jin;Jang Suk;Kim Kyu-Hee;Cho Ki-Yong;Suh Myung-Won
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.28 no.8 s.227
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    • pp.1116-1124
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    • 2004
  • In these days, a vehicle simulator has been developed with a VR(Virtual Reality) system. A VR system must provide a vehicle simulator with natural interaction, sufficient immersion and realistic images. In addition, a VR system must present a driver with the realistic driving situation. To achieve these, it is important to obtain a fast and uniform rendering performance regardless of the complexity of virtual worlds. In this paper, the factors to improve the reality for the VR based vehicle simulator have been investigated. For the purpose, the modeling and the rendering methods which offer an improved performance for complex VR applications as the 3D road model have been implemented and verified. Then, we experiment on the influence of graphic and sound factors to the driver, and analyze each result for improving the reality such as the driver's viewport, the form of texture, the lateral distance of the side object, and the sound effect. These factors are evaluated on the driving system which is constructed for qualitative analysis. The research results could be used for improving the reality of the VR based vehicle simulator.

A study on the arrangement of actuators and speaker zones of the panel speaker (패널 스피커의 가진기 및 스피커 배치에 관한 연구)

  • Jung-Han Woo;Seong-Hyun Lee;Yun-Ho Seo;Pyung-Sik Ma;Dongjoon Kim
    • The Journal of the Acoustical Society of Korea
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    • v.42 no.5
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    • pp.388-394
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    • 2023
  • When the vibration of the thin panel by exciting single point is used to radiate sound, the inherent vibration characteristic of the plate itself causes influence on the radiated sound. A conventional panel speaker system usually uses the single or double point excitations for generating the sound through the panel itself. The radiated sound can be easily distorted due to the modal characteristics of the plate so it is difficult to expect sufficient sound power or high radiation efficiency. In this paper, to achieve an immersive sound field, the multiple speaker zones on a thin panel are created with the limited number of actuators. The designated vibration field which can generates directional sound is realized by employing the vibro-acoustic inverse rendering methods. Actuators are arranged from the positions which have the advantage of implementing with multi-modal excitations. The location and number of actuators are compared with the location and number of controllable speaker zones by conducting numerical simulations.

An Objective Performance Analysis of Crosstalk Cancellation Scheme for Sound Rendering Systems Based on Listener Position Tracking (청취자 위치정보 기반 Sound Rendering 시스템 상호간섭 제거기법의 객관적 성능분석)

  • Lee, Jung-Hyuck;Kim, Yeong-Moon;Yoo, Seung-Soo;Kim, Sun-Yong
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.2C
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    • pp.112-118
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    • 2011
  • In this paper, we conduct an objective performance analysis of the crosstalk cancellation scheme studied in [11]. While the conventional scheme is only applicable to a listener on the optimal listenable region (sweetspot), the space skew/crosstalk cancellation (SS/CC) scheme in [11] can mitigate crosstalk regardless of the listener's position by using listener position tracking (LPT) system. The SS/CC scheme is composed of two parts: LPT-based SS and CC parts. In this paper, the SS/CC scheme is evaluated by some criteria such as follows: condition number, and the balance characteristic, its root mean square error, and running average.