Related papers: Virtual acoustics in inhomogeneous media with sing…
This paper considers methods for audio display in a CAVE-type virtual reality theater, a 3 m cube with displays covering all six rigid faces. Headphones are possible since the user's headgear continuously measures ear positions, but…
We consider an inverse problem for an inhomogeneous wave equation with discrete-in-time sources, modeling a seismic rupture. We assume that the sources occur along a path with subsonic velocity, and that data are collected over time on some…
A toolbox for creation and rendering of dynamic virtual acoustic environments (TASCAR) that allows direct user interaction was developed for application in hearing aid research and audiology. This technical paper describes the general…
This paper investigates the problem of time-harmonic acoustic scattering in an inhomogeneous medium with a complex topological structure. Specifically, the medium is anisotropic and contains several disjoint sound-soft obstacles. This model…
We consider an inverse acoustic scattering problem in simultaneously recovering an embedded obstacle and its surrounding inhomogeneous medium by formally determined far-field data. It is shown that the knowledge of the scattering amplitude…
Objects produce different sounds when hit, and humans can intuitively infer how an object might sound based on its appearance and material properties. Inspired by this intuition, we propose Visual Acoustic Fields, a framework that bridges…
Non-interactive and linear experiences like cinema film offer high quality surround sound audio to enhance immersion, however the listener's experience is usually fixed to a single acoustic perspective. With the rise of virtual reality,…
We explore active audio-visual separation for dynamic sound sources, where an embodied agent moves intelligently in a 3D environment to continuously isolate the time-varying audio stream being emitted by an object of interest. The agent…
We study an inverse source problem for the acoustic wave equation in a random waveguide. The goal is to estimate the source of waves from measurements of the acoustic pressure at a remote array of sensors. The waveguide effect is due to…
A sound source was proposed for acoustic measurements of physical models of the human vocal tract. The physical models are produced by Fast Prototyping, based on Magnetic Resonance Imaging during prolonged vowel production. The sound…
The generation of sounding videos has seen significant advancements with the advent of diffusion models. However, existing methods often lack the fine-grained control needed to generate viewpoint-specific content from larger, immersive…
Multimodal research and applications are becoming more commonplace as Virtual Reality (VR) technology integrates different sensory feedback, enabling the recreation of real spaces in an audio-visual context. Within VR experiences, numerous…
The time reversal symmetry of the wave equation allows wave refocusing back at the source. However, this symmetry does not hold in lossy media. We present a new strategy to compensate wave amplitude losses due to attenuation. The strategy…
In this paper, a novel time domain sampling method based on the initial arrival time of waves is proposed to reconstruct acoustic sources, including point sources, curve sources, surface sources and block sources. The uniqueness of…
As two of the five traditional human senses (sight, hearing, taste, smell, and touch), vision and sound are basic sources through which humans understand the world. Often correlated during natural events, these two modalities combine to…
We introduce SoundVista, a method to generate the ambient sound of an arbitrary scene at novel viewpoints. Given a pre-acquired recording of the scene from sparsely distributed microphones, SoundVista can synthesize the sound of that scene…
The solar acoustic oscillations are likely stochastically excited by convective dynamics in the solar photosphere, though few direct observations of individual source events have been made and their detailed characteristics are still…
Although 360\textdegree{} cameras ease the capture of panoramic footage, it remains challenging to add realistic 360\textdegree{} audio that blends into the captured scene and is synchronized with the camera motion. We present a method for…
Acoustic matching aims to re-synthesize an audio clip to sound as if it were recorded in a target acoustic environment. Existing methods assume access to paired training data, where the audio is observed in both source and target…
Interactive audio spatialization technology previously developed for video game authoring and rendering has evolved into an essential component of platforms enabling shared immersive virtual experiences for future co-presence, remote…