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Perceptual Audio Rendering Nicolas Tsingos Dolby Laboratories [email protected]

Perceptual Audio Rendering Nicolas Tsingos Dolby Laboratories [email protected]

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Perceptual Audio Rendering

Nicolas TsingosDolby Laboratories

[email protected]

Motivation

Many applications require processinghundreds of audio streams in real-time

games/simulators, multi-track mixing, etc.

©Eden Games ©Steinberg

Massive audio processing

Often exceeds available resources

Limited CPU or hardware processing

Bus-traffic

Typically involves

individual processing

mix-down of all signals to outputs

3D audio rendering

Perceptual audio rendering

Perceptually-based processing

Many sources and efficient DSP effects

Level of detail rendering

Independent of reproduction system

Extended sound sources Sound reflections

sound sources

Leveraging limitations of human hearing

A large part of complex sound mixtures is likely to be perceptually irrelevant

e.g., auditory masking

Limitations of spatial hearing

e.g., localization accuracy, ventriloquism

masking

clustering

progressiveprocessing

sources

listener

Perceptual audio rendering components

Masking

Real-time masking evaluation

Remove inaudible sources

Fetch and process only perceptually relevant input

Different from invisible or occluded sound sources

Estimate inter-source masking

Build upon perceptual audio coding work

Computing audibility threshold requires knowledge of signal characteristics

Signal characteristics

Pre-computed for short time-frames (20 ms)

power spectrum

tonality index in [0,1] (1 = tone, 0 = noise)

time

pre-recorded signal

Sort sources by decreasing loudness

Loudness relates to the sensation of sound intensity

Efficient run-time loudness evaluation

Retrieve pre-computed power spectrum for each source

Modulate by propagation effects

Convert to loudness using look-up tables [Moore92]

Greedy culling algorithm

power[dB]

listener

1Candidatesources

Currentmix

Currentmasking

threshold

STOP !

2

3

4

Currentmasking

threshold

Currentmasking

threshold

Currentmasking

threshold

Masking evaluation

Clustering

Dynamic spatial clustering

Amortize (costly) 3D-audio processing over groups of sources

Leverage limited resolution of spatial hearing

Group neighboring sources together

Compute an “impostor” for the group

Perceptually equivalent but cheaper to render

Unique point source with a complex response (mixture of all source signals in cluster)

Dynamic spatial clustering

Limited spatial perception of human hearing [Blauert, Middlebrooks]

Static sound source clustering [Herder99]

non-uniform subdivision of direction space

use Cartesian centroid as representative

Group neighboring sources together

Uniform direction constraint

Log(1/distance) constraint

Weight by loudness

Hochbaum-Schmoy heuristic [Hochbaum85]

Fast hierarchical implementation

Dynamic spatial clustering

Mix signals of all sources in the cluster

create a single source with a complex response

Rendering clusters

Dynamic spatial clustering

Culling and masking are transparent

rated 4.4/5 avg. (5 = indistinguishable from reference)

Clustering preserves localization cues

74% success avg. (90% within 1 meter of true location)

no significant correlation with number of clusters

Pilot validation study

Progressive processing

Progressive signal processing

A scalable pipeline for filtering and mixing many audio streams

fetch & process only perceptually relevant input

continuously adapt quality vs. speed

remain perceptually transparent

use a “standard” representation of the inputs

Progressive signal processing

Uses Fourier-domain coefficients for processing

Degrade both signal quality and spatial cues

Combines processing and audio coding

Uses additional signal descriptors for decision making

Progressive processing pipeline

N input frames

importance

Process+

Reconstruct

MaskingImportance

sampling

1 output frame

Progressive signal processing

Progressive processing and sound synthesis

Sound synthesis from physics-driven animation

Modal models

Resonant modes can be synthesized in Fourier domain

numer of Fourier coefficients can be allocated on-the-fly

Balance processing costs for recorded and synthesized sounds at the same time

Conclusions

Perceptually motivated techniques for rendering and authoring virtual auditory environments

human listener only process a small amount of information in complex situations

Extend to

more complex auditory processing model

cross-modal perception

Efficient and Practical Audio-Visual Rendering for Games using Crossmodal Perception David Grelaud, Nicolas Bonneel, Michael Wimmer, Manuel Asselot, George Drettakis, Proceedings

of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - 2009

other problems : dynamic range managemente.g., HDR audio approach of EA/Dice studio for Battlefield

Additional references

www-sop.inria.fr/reves

This work was supported by RNTL project OPERA

http://www.inria.fr/reves/OPERA

EU IST Project CREATE EU IST Project CREATE http://www.cs.ucl.ac.uk/create

EU FET OPEN Project CROSSMOD EU FET OPEN Project CROSSMOD http://www-sop.inria.fr/reves/CrossmodPublic/