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Conference Paper

Dynamic late reverberation rendering using the common-slope model

Authors: Götz, Georg; Kerimovs, Teodors; Schlecht, Sebastian J.; Pulkki, Ville

AES Conference: AES 2024 International Audio for Games Conference · Paper 5 · April 2024

Abstract

Late reverberation rendering in video games and virtual reality applications can be challenging due to limited computational resources. Typical scenes feature complex geometries with multiple coupled rooms or non-uniform absorption. Additionally, the audio engine must continuously adapt to the player’s movements and the sound sources in the scene. This paper proposes a dynamic rendering system for anisotropic and inhomogeneous late reverberation. It is based on the common-slope model and uses a set of exponentially decaying reverberators that are weighted with position-, direction-, and frequency-dependent gains. We evaluate the system in a scene consisting of three coupled rooms, where we illustrate the reverberator gains for multiple octave bands. The proposed method allows real-time rendering of the spatial late reverberation while using a small number of artificial reverberators.

Details

Published in
AES Conference: AES 2024 International Audio for Games Conference
Paper number
5
Publication date
April 6, 2024
Session subject
late reverberation rendering inhomogeneous reverberation anisotropic reverberation reverberator game audio engine
Affiliation
Aalto Acoustics Lab, Department of Information and Communications Engineering, Aalto University; Aalto Acoustics Lab, Department of Information and Communications Engineering, Aalto University; Aalto Acoustics Lab, Department of Information and Communications Engineering, Aalto University, and Media Lab; Aalto Acoustics Lab, Department of Information and Communications Engineering, Aalto University (See document for exact affiliation information.)
Type
Conference Paper