Abstract
We present a novel approach to real-time spatial rendering of realistic auditory environments and sound sources recorded live, in the field.Using a set of standard microphones distributed throughout a real-world environment, we record the sound field simultaneously from several locations.After spatial calibration, we segment from this set of recordings a number of auditory components, together with their location. We compare existing time delay of arrival estimation techniques between pairs of widely spaced microphones and introduce a novel efficient hierarchical localization algorithm. Using the high-level representation thus obtained, we can edit and rerender the acquired auditory scene over a variety of listening setups.In particular, we can move or alter the different sound sources and arbitrarily choose the listening position. We can also composite elements of different scenes together in a spatially consistent way.Our approach provides efficient rendering of complex soundscapes which would be challenging to model using discrete point sources and traditional virtual acoustics techniques. We demonstrate a wide range of possible applications for games, virtual and augmented reality, and audio visual post production.
Cite
CITATION STYLE
Gallo, E., Tsingos, N., & Lemaitre, G. (2007). 3D-audio matting, postediting, and rerendering from field recordings. Eurasip Journal on Advances in Signal Processing, 2007. https://doi.org/10.1155/2007/47970
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