L. Remaggi, H. Kim, P. J. B. Jackson, and A. Hilton, “Reproducing Real World Acoustics in Virtual Reality Using Spherical Cameras,” in Proc. AES Conference: 2019 AES International Conference on Immersive and Interactive Audio, Mar. 2019, Paper 65. [Online]. Available: https://aes.org/publications/elibrary-page/?id=20445
Remaggi L, Kim H, Jackson PJB, Hilton A. Reproducing Real World Acoustics in Virtual Reality Using Spherical Cameras. In: AES Conference: 2019 AES International Conference on Immersive and Interactive Audio. Audio Engineering Society; 2019. Paper 65. Available from: https://aes.org/publications/elibrary-page/?id=20445
@inproceedings{Remaggi2019_20445,
author = {Remaggi, Luca and Kim, Hansung and Jackson, Philip J. B. and Hilton, Adrian},
title = {{Reproducing Real World Acoustics in Virtual Reality Using Spherical Cameras}},
booktitle = {AES Conference: 2019 AES International Conference on Immersive and Interactive Audio},
note = {Paper 65},
year = {2019},
month = mar,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=20445}
}
TY - CPAPER
TI - Reproducing Real World Acoustics in Virtual Reality Using Spherical Cameras
AU - Remaggi, Luca
AU - Kim, Hansung
AU - Jackson, Philip J. B.
AU - Hilton, Adrian
T2 - AES Conference: 2019 AES International Conference on Immersive and Interactive Audio
M1 - Paper 65
PY - 2019
DA - 2019/03/06
UR - https://aes.org/publications/elibrary-page/?id=20445
PB - Audio Engineering Society
LA - en
AB - Virtual Reality (VR) systems have been intensely explored, with several research communities investigating the different modalities involved. Regarding the audio modality, one of the main issues is the generation of sound that is perceptually coherent with the visual reproduction. Here, we propose a pipeline for creating plausible interactive reverb using visual information: first, we characterize real environment acoustics given a pair of spherical cameras; then, we reproduce reverberant spatial sound, by using the estimated acoustics, within a VR scene. The evaluation is made by extracting the room impulse responses (RIRs) of four virtually rendered rooms. Results show agreement, in terms of objective metrics, between the synthesized acoustics and the ones calculated from RIRs recorded within the respective real rooms.
ER -