Friday, September 30, 12:45 pm — 1:45 pm (Theater Room 411)
Abstract:
The goal of VR and AR is to immerse the user in a created world by fooling the human perceptual system into perceiving rendered objects as real. This must be done without the brain experiencing fatigue: accurate audio representation plays a crucial role in achieving this. Unlike vision with a narrow foveated field of view, human hearing covers all directions in full 3D. Spatial audio systems must provide realistic rendering of sound objects in full 3D to complement stereo visual rendering. We will describe several areas of our research, initially conducted at the University of Maryland over a decade, and since at VisiSonics, that led to the development of a robust 3D audio pipeline which includes capture, measurement, mathematical modeling, rendering and personalization. The talk will also demonstrate workflow solutions designed to enrich the audio immersion for the gaming, video post-production and capture in VR/AR.
Price: This session is part of the co-located AVAR Conference which is not included in the normal convention All Access badge.