KN5
Room acoustics in virtual reality
Vorländer, Michael
The technology for creating a “Virtual Reality”, VR, for wide variety of applications in university and industry has been developed in the last decade. Mostly VR is understood as a tool for 3D visualization, rather than for spatial audio or room acoustics. Nevertheless an important requirement of VR is the multimodal approach which includes vision, sound, tactile and haptic stimuli. The process of creating a physical stimulus based on computer data is called “rendering”. The development of rendering and reproduction of acoustic stimuli in VR is now at a stage where integration of 3D sound is feasible by using PCs. This applies to multi-channel binaural synthesis as well as to full room-acoustic simulation algorithms. In this presentation the requirements of real-time room acoustic simulation are presented.
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KN6
Room acoustic simulations of multi-source environments
Rindel, Jens Holger; Christensen, Claus Lynge
The application of room acoustic simulations to industrial halls with a large number of sound sources has been known for many years as an efficient means for noise control. However, the application of the auralisation tool to multi-source environments is rather new. The challenges and possibilities are discussed through a number of examples including a symphony orchestra in a concert hall, crowd sounds in a theatre, and the speech privacy in an open plan office. In order to make this technique a useful tool it is important that the quality and realism of the auralisation is very high, but also that the user interface allows a sufficient overview and control of the whole scenario. Good localisation is particularly important in multi-source environments. For some applications the use of headphones is not possible, so it is necessary that the auralisation can be presented through a surround loudspeaker system.
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