Related papers: Open-source platforms for fast room acoustic simul…
We present pyroomacoustics, a software package aimed at the rapid development and testing of audio array processing algorithms. The content of the package can be divided into three main components: an intuitive Python object-oriented…
Quantum lattice models with large local Hilbert spaces emerge across various fields in quantum many-body physics. Problems such as the interplay between fermions and phonons, the BCS-BEC crossover of interacting bosons, or decoherence in…
The image source method (ISM) is often used to simulate room acoustics due to its ease of use and computational efficiency. The standard ISM is limited to simulations of room impulse responses between point sources and omnidirectional…
Late reverberation involves the superposition of many sound reflections resulting in a diffuse sound field. Since the spatially resolved perception of individual diffuse reflections is impossible, simplifications can potentially be made for…
Traditional ultrasound simulation methods solve wave equations numerically, achieving high accuracy but at substantial computational cost. Faster alternatives based on convolution with precomputed impulse responses remain relatively slow,…
We present a MATLAB package for reconstructing sound-speed images from transmission ultrasound data. The package is based on two-point ray tracing and implements two complementary inversion strategies for image reconstruction. The first is…
Exactly computing the full output distribution of linear optical circuits remains a challenge, as existing methods are either time-efficient but memory-intensive or memory-efficient but slow. Moreover, any realistic simulation must account…
This paper presents a two-step approach for narrowband source localization within reverberant rooms. The first step involves dereverberation by modeling the homogeneous component of the sound field by an equivalent decomposition of…
We present a fast and high-fidelity method for music generation, based on specified f0 and loudness, such that the synthesized audio mimics the timbre and articulation of a target instrument. The generation process consists of learned…
Recent years have seen immense progress in 3D computer vision and computer graphics, with emerging tools that can virtualize real-world 3D environments for numerous Mixed Reality (XR) applications. However, alongside immersive visual…
We study the inverse problem of locating point sources from far-field data under plane wave incidence. A direct computational method is developed based on multiple scattering theory, using a novel indicator function to avoid iterative…
We develop a multiscale hybrid scheme for simulations of soft condensed matter systems, which allows one to treat the system at the particle level in selected regions of space, and at the continuum level elsewhere. It is derived…
A range of applications of multi-modal music information retrieval is centred around the problem of connecting large collections of sheet music (images) to corresponding audio recordings, that is, identifying pairs of audio and score…
Non-line-of-sight localization in signal-deprived environments is a challenging yet pertinent problem. Acoustic methods in such predominantly indoor scenarios encounter difficulty due to the reverberant nature. In this study, we aim to…
Generating audio that is acoustically consistent with a scene is essential for immersive virtual environments. Recent neural acoustic field methods enable spatially continuous sound rendering but remain scene-specific, requiring dense audio…
Real-time fluid and aeroacoustic simulation on complex surfaces can have interactive applications - from globe-based weather visualizations to immersive computer games with physically accurate wind and sound. However, conventional…
This paper presents a method to reconstruct the 3D structure of generic convex rooms from sound signals. Differently from most of the previous approaches, the method is fully uncalibrated in the sense that no knowledge about the microphones…
Data-driven modeling of complex physical systems is receiving a growing amount of attention in the simulation and machine learning communities. Since most physical simulations are based on compute-intensive, iterative implementations of…
For 6-DOF (degrees of freedom) interactive virtual acoustic environments (VAEs), the spatial rendering of diffuse late reverberation in addition to early (specular) reflections is important. In the interest of computational efficiency, the…
The image-source method is widely applied to compute room impulse responses (RIRs) of shoebox rooms with arbitrary absorption. However, with increasing RIR lengths, the number of image sources grows rapidly, leading to slow computation. In…