• Title/Summary/Keyword: Rendering of sound field

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Ambisonic Rendering for Diffuse Sound Field Simulations based on Geometrical Acoustics (기하음향 기반 확산 음장 시뮬레이션을 위한 앰비소닉 렌더링 기법)

  • Pilsun Eu;Franz Zotter;Jae-hyoun Yoo;Jung-Woo Choi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.11a
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    • pp.26-29
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    • 2022
  • The diffuse sound field plays a crucial role in the perceptual quality of the auralization of virtual scenes. Diffuse Rain is a geometrical scattering model which enables the simulation of diffuse fields that is compatible with acoustic ray tracing, but is often computationally expensive. We develop a novel method that can reduce this cost by rendering the large number of Diffuse Rain data in Ambisonics format. The proposed method is evaluated in a shoebox scene simulation run on MATLAB, in reference to a more faithful method of rendering the Diffuse Rain data ray-by-ray. The EDC and IACC of the binaural output show that the simulated diffuse field can be rendered in Ambisonics with only minimal deviations in energy decay and spatial quality, even with 1st-order Ambisonics.

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A Multichannel System for Virtual 3-D Sound Rendering (입체음장재현을 위한 멀티채널시스템)

  • Lee Chanjoo;Park Youngjin;Oh Si-Hwan;Kim Yoonsun
    • Proceedings of the Acoustical Society of Korea Conference
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    • spring
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    • pp.223-226
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    • 2000
  • Currently a multichannel system for virtual 3-D sound rendering is under development. Robust sound image formation and smooth real time interactivity are main design Points. The system utilizes VBAP algorithm as virtual sound image positioning. Overall system settings can be easily configured. We developed software, RIMA. as a driving Program of the system. At this stage, it is possible to position virtual sound images at arbitrary positions in three-dimensional space. The characteristics of the system are discussed. The system has been applied to the KAIST Bicycle Simulator to generate the virtual sound field.

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A study on multichannel 3D sound rendering

  • Kim, Sun-Min;Park, Young-Jin
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.117.2-117
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    • 2001
  • In this paper, 3D sound rendering using multichannel speakers is studied. Virtual 3D sound technology has mainly been researched with binaural system. The conventional binaural sound systems reproduce the desired sound at two arbitrary points using two speakers in 3DD space. However, it is hard to implement the localization of virtual source at back/front and top/below positions because the HRTF of an individual is unique just like the fingerprint. Most of all, the HRTF is highly sensitive to the elevation change. Multichannel sound systems have mainly been used to reproduce the sound field picked up over a certain volume rather than at specific points. Moreover, multichannel speakers arranged in 3-D space produce a much better performance of ...

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'EVE-SoundTM' Toolkit for Interactive Sound in Virtual Environment (가상환경의 인터랙티브 사운드를 위한 'EVE-SoundTM' 툴킷)

  • Nam, Yang-Hee;Sung, Suk-Jeong
    • The KIPS Transactions:PartB
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    • v.14B no.4
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    • pp.273-280
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    • 2007
  • This paper presents a new 3D sound toolkit called $EVE-Sound^{TM}$ that consists of pre-processing tool for environment simplification preserving sound effect and 3D sound API for real-time rendering. It is designed so that it can allow users to interact with complex 3D virtual environments by audio-visual modalities. $EVE-Sound^{TM}$ toolkit would serve two different types of users: high-level programmers who need an easy-to-use sound API for developing realistic 3D audio-visually rendered applications, and the researchers in 3D sound field who need to experiment with or develop new algorithms while not wanting to re-write all the required code from scratch. An interactive virtual environment application is created with the sound engine constructed using $EVE-Sound^{TM}$ toolkit, and it shows the real-time audio-visual rendering performance and the applicability of proposed $EVE-Sound^{TM}$ for building interactive applications with complex 3D environments.

A study on the arrangement of actuators and speaker zones of the panel speaker (패널 스피커의 가진기 및 스피커 배치에 관한 연구)

  • Jung-Han Woo;Seong-Hyun Lee;Yun-Ho Seo;Pyung-Sik Ma;Dongjoon Kim
    • The Journal of the Acoustical Society of Korea
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    • v.42 no.5
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    • pp.388-394
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    • 2023
  • When the vibration of the thin panel by exciting single point is used to radiate sound, the inherent vibration characteristic of the plate itself causes influence on the radiated sound. A conventional panel speaker system usually uses the single or double point excitations for generating the sound through the panel itself. The radiated sound can be easily distorted due to the modal characteristics of the plate so it is difficult to expect sufficient sound power or high radiation efficiency. In this paper, to achieve an immersive sound field, the multiple speaker zones on a thin panel are created with the limited number of actuators. The designated vibration field which can generates directional sound is realized by employing the vibro-acoustic inverse rendering methods. Actuators are arranged from the positions which have the advantage of implementing with multi-modal excitations. The location and number of actuators are compared with the location and number of controllable speaker zones by conducting numerical simulations.

A Real Time 6 DoF Spatial Audio Rendering System based on MPEG-I AEP (MPEG-I AEP 기반 실시간 6 자유도 공간음향 렌더링 시스템)

  • Kyeongok Kang;Jae-hyoun Yoo;Daeyoung Jang;Yong Ju Lee;Taejin Lee
    • Journal of Broadcast Engineering
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    • v.28 no.2
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    • pp.213-229
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    • 2023
  • In this paper, we introduce a spatial sound rendering system that provides 6DoF spatial sound in real time in response to the movement of a listener located in a virtual environment. This system was implemented using MPEG-I AEP as a development environment for the CfP response of MPEG-I Immersive Audio and consists of an encoder and a renderer including a decoder. The encoder serves to offline encode metadata such as the spatial audio parameters of the virtual space scene included in EIF and the directivity information of the sound source provided in the SOFA file and deliver them to the bitstream. The renderer receives the transmitted bitstream and performs 6DoF spatial sound rendering in real time according to the position of the listener. The main spatial sound processing technologies applied to the rendering system include sound source effect and obstacle effect, and other ones for the system processing include Doppler effect, sound field effect and etc. The results of self-subjective evaluation of the developed system are introduced.

Design of Acoustic Source Array Using the Concept of Holography Based on the Inverse Boundary Element Method (역 경계요소법에 기초한 음향 홀로그래피 개념에 따른 음원 어레이 설계)

  • Cho, Wan-Ho;Ih, Jeong-Guon
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.3
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    • pp.260-267
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    • 2009
  • It is very difficult to form a desired complex sound field at a designated region precisely as an application of acoustic arrays, which is one of important objects of array systems. To solve the problem, a filter design method was suggested, which employed the concept of an inverse method using the acoustical holography based on the boundary element method. In the acoustical holography used for the source identification, the measured field data are employed to reconstruct the vibro-acoustic parameters on the source surface. In the analogous problem of source array design, the desired field data at some specific points in the sound field was set as constraints and the volume velocity at the surface points of the source plane became the source signal to satisfy the desired sound field. In the filter design, the constraints for the desired sound field are set, first. The array source and given space are modelled by the boundary elements. Then, the desired source parameters are inversely calculated in a way similar to the holographic source identification method. As a test example, a target field comprised of a quiet region and a plane wave propagation region was simultaneously realized by using the array with 16 loudspeakers.

Amplitude Panning Algorithm for Virtual Sound Source Rendering in the Multichannel Loudspeaker System (다채널 스피커 환경에서 가상 음원을 생성하기 위한 레벨 패닝 알고리즘)

  • Jeon, Se-Woon;Park, Young-Cheol;Lee, Seok-Pil;Youn, Dae-Hee
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.4
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    • pp.197-206
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    • 2011
  • In this paper, we proposes the virtual sound source panning algorithm in the multichannel system. Recently, High-definition (HD) and Ultrahigh-definition (UHD) video formats are accepted for the multimedia applications and they provide the high-quality resolution pixels and the wider view angle. The audio format also needs to generate the wider sound field and more immersive sound effects. However, the conventional stereo system cannot satisfy the desired sound quality in the latest multimedia system. Therefore, the various multichannel systems that can make more improved sound field generation are proposed. In the mutichannel system, the conventional panning algorithms have acoustic problems about directivity and timbre of the virtual sound source. To solve these problems in the arbitrary positioned multichannel loudspeaker system, we proposed the virtual sound source panning algorithm using multiple vectors base nonnegative amplitude panning gains. The proposed algorithm can be easily controlled by the gain control function to generate an accurate localization of the virtual sound source and also it is available for the both symmetric and asymmetric loudspeakers format. Its performance of sound localization is evaluated by subjective tests comparing with conventional amplitude panning algorithms, e.g. VBAP and MDAP, in the symmetric and asymmetric formats.

A 3D Audio Broadcasting Terminal for Interactive Broadcasting Services (대화형 방송을 위한 3차원 오디오 방송단말)

  • Park Gi Yoon;Lee Taejin;Kang Kyeongok;Hong Jinwoo
    • Journal of Broadcast Engineering
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    • v.10 no.1 s.26
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    • pp.22-30
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    • 2005
  • We implement an interactive 3D audio broadcasting terminal which synthesizes an audio scene according to the request of a user. Audio scene structure is described by the MPEG-4 AudioBIFS specifications. The user updates scene attributes and the terminal synthesizes the corresponding sound images in the 3D space. The terminal supports the MPEG-4 Audio top nodes and some visual nodes. Instead of using sensor nodes and route elements, we predefine node type-specific user interfaces to support BIFS commands for field replacement. We employ sound spatialization, directivity/shape modeling, and reverberation effects for 3D audio rendering and realistic feedback to user inputs. We also introduce a virtual concert program as an application scenario of the interactive broadcasting terminal.

Agricultural Methods for Toxicity Alleviation in Metal Contaminated Soils: A Review

  • Arunakumara, Kkiu;Walpola, Buddhi Charana;Yoon, Min-Ho
    • Korean Journal of Soil Science and Fertilizer
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    • v.46 no.2
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    • pp.73-80
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    • 2013
  • Due to the fact that possible risk associated with soil-crop-food chain transfer, metal contamination in croplands has become a major topic of wide concern. Accumulation of toxic metals in edible parts of crops grown in contaminated soils has been reported from number of crops including rice, soybean, wheat, maize, and vegetables. Therefore, in order to ensure food safety, measures are needed to be taken in mitigating metal pollution and subsequent uptake by crop plants. Present paper critically reviewed some of the cost effective remediation techniques used in minimizing metal uptake by crops grown in contaminated soils. Liming with different materials such as limestone ($CaCO_3$), burnt lime (CaO), slaked lime [$Ca(OH)_2$], dolomite [$CaMg(CO_3)_2$], and slag ($CaSiO_3$) has been widely used because they could elevate soil pH rendering metals less-bioavailable for plant uptake. Zn fertilization, use of organic amendments, crop rotation and water management are among the other techniques successfully employed in reducing metal uptake by crop plants. However, irrespectively the mitigating measure used, heterogeneous accumulation of metals in different crop species is often reported. The inconsistency might be attributed to the genetic makeup of the crops for selective uptake, their morphological characteristics, position of edible parts on the plants in respect of their distance from roots, crop management practices, the season and to the soil characteristics. However, a sound conclusion in this regard can only be made when more scientific evidence is available on case-specific researches, in particular from long-term field trials which included risks and benefits analysis also for various remediation practices.