Reverberation is essential for the realistic auralisation of enclosed spaces. However, it can be computationally expensive to render with high fidelity and, in practice, simplified models are typically used to lower costs while preserving perceived quality. Ambisonics-based methods may be employed to this purpose as they allow us to render a reverberant sound field more efficiently by limiting its spatial resolution. The present study explores the perceptual impact of two simplifications of Ambisonics-based binaural reverberation that aim to improve efficiency. First, a “hybrid Ambisonics” approach is proposed in which the direct sound path is generated by convolution with a spatially dense head related impulse response set, separately from reverberation. Second, the reverberant virtual loudspeaker method (RVL) is presented as a computationally efficient approach to dynamically render binaural reverberation for multiple sources with the potential limitation of inaccurately simulating listener's head rotations. Numerical and perceptual evaluations suggest that the perceived quality of hybrid Ambisonics auralisations of two measured rooms ceased to improve beyond the third order, which is a lower threshold than what was found by previous studies in which the direct sound path was not processed separately. Additionally, RVL is shown to produce auralisations with comparable perceived quality to Ambisonics renderings.
In augmented reality applications, where room geometries and material properties are not readily available, it is desirable to get a representation of the sound field in a room from a limited set of available room impulse response measurements. In this paper, we propose a novel method for 2D interpolation of room modes from a sparse set of RIR measurements that are non-uniformly sampled within a space. We first obtain the mode parameters of a measured room. Using the commonacoustical pole theory, the mode frequencies and decay rates are kept constant over space, and a unique set of mode amplitudes is obtained for each measurement location. Based on the general solution to the Helmholtz equation, these mode amplitudes are modeled as periodic functions of 2D spatial location. For low frequency room modes, the model parameters are found with sequential non-linear least squares. Results show accurate spatial interpolation of perceptually relevant low frequency modes in rooms with simple geometries having non-rigid walls.
We present a method for computing a spherical harmonic representation of a sound field based on observations of the sound pressure along the equator of a rigid spherical scatterer. Our proposed solution assumes that the captured sound field is height invariant so that it can be represented by a two-dimensional (2D) plane wave decomposition (PWD). The 2D PWD is embedded in a three-dimensional representation of the sound field, which allows for perfectly undoing the effect of the spherical scattering object. If the assumption of height invariance is fulfilled, then the proposed solution is at least as accurate as a conventional spherical microphone array of the same spherical harmonic order, which requires a multiple of the number of sensors. Our targeted application is binaural rendering of the captured sound field. We demonstrate by analyzing the binaural output signals that violations of the assumptions that the solution is based on—particularly height invariance and consequently also horizontal propagation—lead to errors of moderate magnitude.
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