Myung-Suk Song, Cha Zhang, Dinei Florencio, and Hing-Goo Kang
October 2010
For many years, spatial (3D) sound using headphones
has been widely used in a number of applications. A
rich spatial sensation is obtained by using head related transfer
functions (HRTF) and playing the appropriate sound through
headphones. In theory, loudspeaker audio systems would be
capable of rendering 3D sound fields almost as rich as headphones,
as long as the room impulse responses (RIRs) between
the loudspeakers and the ears are known. In practice, however,
obtaining these RIRs is hard, and the performance of loudspeaker
based systems is far from perfect. New hope has been recently
raised by a system that tracks the user’s head position and
orientation, and incorporates them into the RIRs estimates in
real time. That system made two simplifying assumptions: it
used generic HRTFs, and it ignored room reverberation. In this
paper we tackle the second problem: we incorporate a room
reverberation estimate into the RIRs. Note that this is a nontrivial
task: RIRs vary significantly with the listener’s positions,
and even if one could measure them at a few points, they are
notoriously hard to interpolate. Instead, we take an indirect
approach: we model the room, and from that model we obtain
an estimate of the main reflections. Position and characteristics
of walls do not vary with the users’ movement, yet they allow
to quickly compute an estimate of the RIR for each new user
position. Of course the key question is whether the estimates are
good enough. We show an improvement in localization perception
of up to 32% (i.e., reducing average error from 23.5◦ to 15.9◦).
![]() PDF file |
In MMSP
Publisher IEEE
| Type | Inproceedings |