Conference Paper
Open Access
A framework for 6DoF 4pi reverberation generation using wave-based-derived virtual sound sources.
AVARIG 2026: Audio for Virtual and Augmented Reality and Immersive Games · Paper 492 · June 2026
Abstract
Realistic reproduction of spatial reverberation is essential for immersive audio applications, including virtual reality and interactive gaming. While geometrical acoustics methods enable efficient rendering, they do not fully capture wave phenomena. Wave-based simulations provide higher physical accuracy but at substantial computational cost. This paper extends VSVerb, a 4pi sampling reverberator based on virtual sound sources (VS) extracted via sound intensity analysis, to use pressure and three-axis particle velocity computed by a discontinuous Galerkin finite
element method (dG-FEM) simulation, enabling reverberation that reflects the wave-based acoustic characteristics of virtual spaces to be generated. Experiments in a university lecture room show that the proposed method produces room acoustic parameters closer to those of the measured impulse response than geometrical acoustics ray tracing across most metrics and frequency bands. Furthermore, the VS distribution from a single simulation is adapted to different receiver positions by updating the geometric contribution of each VS. Receiver position adaptation for 6DoF navigation is also demonstrated from a single simulation, maintaining the advantage over geometrical acoustics at all evaluated positions. These results indicate the potential of the proposed framework for wave-based interactive reverberation in virtual spaces.
