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A new rendering algorithm is introduced, which allows modeling a given room parameterized by a set of perceptual parameters. The processing cost and memory requirements are minimized; and the system is capable of : reproducing a large number of sound sources and independently processing many different listening positions. Rather than independently reproducing a large number of reflections (as in mirror-image rendering or ray tracing), sets of reflections are combined in a simple statistical representation of direction of incidence, diffuseness, absorption, etc. For all perceptual parameters, a statistical representation is defined, which can be easily used to reproduce impulse responses for any number of reproduction channels from 2 to nth. For a high number of reproduction channels, wave-field synthesis techniques can be used to reproduce a complete sound field, rather than a sweet spot-based perception for one listening position.:
Author (s): Pellegrini, Renato S.;
Affiliation:
Institute of Communication Acoustics, Ruhr-Universitat Bochum, Bochum, Germany
(See document for exact affiliation information.)
AES Convention: 109
Paper Number:5229
Publication Date:
2000-09-06
Session subject:
Perception and Psychoacoustics
DOI:
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Pellegrini, Renato S.; 2000; Perception-Based Room Rendering for Auditory Scenes [PDF]; Institute of Communication Acoustics, Ruhr-Universitat Bochum, Bochum, Germany; Paper 5229; Available from: https://aes.org/publications/elibrary-page/?id=9109
Pellegrini, Renato S.; Perception-Based Room Rendering for Auditory Scenes [PDF]; Institute of Communication Acoustics, Ruhr-Universitat Bochum, Bochum, Germany; Paper 5229; 2000 Available: https://aes.org/publications/elibrary-page/?id=9109
@inproceedings{Pellegrini2000perception-based,
title={{Perception-Based Room Rendering for Auditory Scenes}},
author={Pellegrini, Renato S.},
year={2000},
month={sep},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper 5229; AES Convention 109; September 2000},
number={5229},
organization={AES},
}
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