L. Terentiv, C. Fersch, D. Fischer, and P. Setiawan, “Voxel-based occlusion and diffraction modelling for the upcoming ISO/MPEG standard for VR and AR,” in Proc. AES Conference: AES 2022 International Audio for Virtual and Augmented Reality Conference, Aug. 2022, Paper 10. [Online]. Available: https://aes.org/publications/elibrary-page/?id=21840
Terentiv L, Fersch C, Fischer D, Setiawan P. Voxel-based occlusion and diffraction modelling for the upcoming ISO/MPEG standard for VR and AR. In: AES Conference: AES 2022 International Audio for Virtual and Augmented Reality Conference. Audio Engineering Society; 2022. Paper 10. Available from: https://aes.org/publications/elibrary-page/?id=21840
@inproceedings{Terentiv2022_21840,
author = {Terentiv, Leon and Fersch, Christof and Fischer, Daniel and Setiawan, Panji},
title = {{Voxel-based occlusion and diffraction modelling for the upcoming ISO/MPEG standard for VR and AR}},
booktitle = {AES Conference: AES 2022 International Audio for Virtual and Augmented Reality Conference},
note = {Paper 10},
year = {2022},
month = aug,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=21840}
}
TY - CPAPER
TI - Voxel-based occlusion and diffraction modelling for the upcoming ISO/MPEG standard for VR and AR
AU - Terentiv, Leon
AU - Fersch, Christof
AU - Fischer, Daniel
AU - Setiawan, Panji
T2 - AES Conference: AES 2022 International Audio for Virtual and Augmented Reality Conference
M1 - Paper 10
PY - 2022
DA - 2022/08/06
UR - https://aes.org/publications/elibrary-page/?id=21840
PB - Audio Engineering Society
LA - en
AB - Following recent trends of fully immersive virtual reality (VR) and augmented reality (AR) applications, ISO/IEC JTC1 SC29 WG6, MPEG Audio coding, decided to create the MPEG-I Audio work-item for standardizing a solution for audio rendering in such applications, in which the user can navigate and interact with the environment using 6 degrees of freedom (6DoF). One of the main capabilities of MPEG-I Audio will be the support of real-time modeling of acoustic occlusion and diffraction effects for geometrically complex VR/AR scenes, including a high degree of user interactivity. This can be achieved by employing a voxel-based representation of sound-occluding scene elements in combination with computationally efficient rendering algorithms, operating on uniform 3D voxel grids and their 2D projections. This paper describes the chosen reference model architecture for voxel-based acoustic occlusion and diffraction modeling, operating modes and envisioned applications. In addition, it summarizes the current status of the MPEG-I Audio standardization process.
ER -