PERCEPTUAL AUDIO SOURCE CULLING FOR VIRTUAL ENVIRONMENTS


Metan A. C., HACIHABİBOĞLU H.

19th International Conference on Digital Audio Effects (DAFx), Brno, Çek Cumhuriyeti, 5 - 09 Eylül 2016, ss.201-208 identifier

  • Yayın Türü: Bildiri / Tam Metin Bildiri
  • Basıldığı Şehir: Brno
  • Basıldığı Ülke: Çek Cumhuriyeti
  • Sayfa Sayıları: ss.201-208
  • Orta Doğu Teknik Üniversitesi Adresli: Evet

Özet

Existing game engines and virtual reality software, use various techniques to render spatial audio. One such technique, binaural synthesis, is achieved through the use of head-related transfer functions, in conjunction with artificial reverberators. For virtual environments that embody a large number of concurrent sound sources, binaural synthesis will be computationally costly. The work presented in this paper aims to develop a methodology that improves overall performance by culling inaudible and perceptually less prominent sound sources in order to reduce performance implications. The proposed algorithm is benchmarked and compared with distance-based, volumetric culling methodology. A subjective evaluation of the perceptual performance of the proposed algorithm for acoustic scenes having different compositions is also provided.