A round robin was conducted to evaluate the state of the art of room acoustic modeling software both in the physical and perceptual realms. The test was based on six acoustic scenes highlighting specific acoustic phenomena and for three complex, “real-world” spatial environments. The results demonstrate that most present simulation algorithms generate obvious model errors once the assumptions of geometrical acoustics are no longer met. As a consequence, they are neither able to provide a reliable pattern of early reflections nor do they provide a reliable prediction of room acoustic parameters outside a medium frequency range. In the perceptual domain, the algorithms under test could generate mostly plausible but not authentic auralizations, i.e., the difference between simulated and measured impulse responses of the same scene was always clearly audible. Most relevant for this perceptual difference are deviations in tone color and source position between measurement and simulation, which to a large extent can be traced back to the simplified use of random incidence absorption and scattering coefficients and shortcomings in the simulation of early reflections due to the missing or insufficient modeling of diffraction.
Theory and implementation of acoustic virtual reality have matured and become a powerful tool for the simulation of entirely controllable virtual acoustic environments. Such virtual acoustic environments are relevant for various types of auditory experiments on subjects with normal hearing, facilitating flexible virtual scene generation and manipulation. When it comes to expanding the investigation group to subjects with hearing loss, choosing a reproduction system which offers a proper integration of hearing aids into the virtual acoustic scene is crucial. Current loudspeaker-based spatial audio reproduction systems rely on different techniques to synthesize a surrounding sound field, providing various possibilities for adaptation and extension to allow applications in the field of hearing aid-related research. Representing one option, the concept and implementation of an extended binaural real-time auralization system is presented here. This system is capable of generating complex virtual acoustic environments, including room acoustic simulations, which are reproduced as combined via loudspeakers and research hearing aids. An objective evaluation covers the investigation of different system components, a simulation benchmark analysis for assessing the processing performance, and end-to-end latency measurements.
For architects, real-time 3D visual rendering of CAD-models is a valuable tool. The architect usually perceives the visual appearance of the building interior in a natural and realistic way during the design process. Unfortunately this only emphasizes the role of the visual appearance of a building, while the acoustics often remain disregarded. Controlling the room acoustics is not integrated into most architects' workflows-due to a lack of tools. The present contribution describes a newly developed plug-in for adding an adequate 3D-acoustics feedback to the architect. To present intuitively the acoustical effect of the current design project, the plug-in uses real-time audio rendering and 3D-reproduction. The room acoustics of the design can be varied by modifying structural shapes as well as by changing the material selection. In addition to the audio feedback, also a visualization of important room acoustics qualities is provided by displaying color-coded maps inside the CAD software.
To study the effects of any changes to a room or setting on the room acoustics, a framework was developed that enables immediate acoustic and visual feedback to the user. This is achieved by running interactive room acoustics simulations and auralizations in real-time. Physically based binaural room impulse responses (BRIRs) are calculated using the image source method and ray tracing and are divided into direct sound, early reflections and late reverberation. Any part of the BRIR is updated as quickly as possible depending on the user's interaction with the scene. This includes changes to sources and receivers (positions/orientations/directivities/HRTF), to surface materials and to the room geometry itself. Using streaming low-latency convolution, an immediate feedback is provided to the user. A parallelization concept features multi-threading and networked PC-clusters, so that the workload can be effectively distributed, offering a scalability to simulate small to huge scenes, depending on the available computation power. For convenient scene design and interaction, a plug-in for Trimble SketchUp was developed that enables real-time room acoustics and room acoustics parameter visualization to this easy-to-use CAD modeling tool.
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