Related papers: SofaMyRoom: a fast and multiplatform "shoebox" roo…
In mixed reality applications, a realistic acoustic experience in spatial environments is as crucial as the visual experience for achieving true immersion. Despite recent advances in neural approaches for Room Impulse Response (RIR)…
Smart glasses are increasingly recognized as a key medium for augmented reality, offering a hands-free platform with integrated microphones and non-ear-occluding loudspeakers to seamlessly mix virtual sound sources into the real-world…
We introduce HiFi-HARP, a large-scale dataset of 7th-order Higher-Order Ambisonic Room Impulse Responses (HOA-RIRs) consisting of more than 100,000 RIRs generated via a hybrid acoustic simulation in realistic indoor scenes. HiFi-HARP…
The increasing demand for spatial audio in applications such as virtual reality, immersive media, and spatial audio research necessitates robust solutions to generate binaural audio data sets for use in testing and validation. Binamix is an…
Data report for the 3D3A Lab Binaural Room Impulse Response (BRIR) Dataset (https://doi.org/10.34770/6gc9-5787).
This contribution introduces a dataset of 7th-order Ambisonic Room Impulse Responses (HOA-RIRs), created using the Image Source Method. By employing higher-order Ambisonics, our dataset enables precise spatial audio reproduction, a critical…
We propose a multimodal deep learning model for VR auralization that generates spatial room impulse responses (SRIRs) in real time to reconstruct scene-specific auditory perception. Employing SRIRs as the output reduces computational…
Room acoustics measurements are used in many areas of audio research, from physical acoustics modelling and speech enhancement to virtual reality applications. This paper documents the technical specifications and choices made in the…
Measuring room impulse responses (RIRs) at multiple spatial points is a time-consuming task, while simulations require detailed knowledge of the room's acoustic environment. In prior work, we proposed a method for estimating the early part…
Headphone-based spatial audio uses head-related transfer functions (HRTFs) to simulate real-world acoustic environments. HRTFs are unique to everyone, due to personal morphology, shaping how sound waves interact with the body before…
We present an indoor acoustic simulation framework that supports both ultrasonic and audible signaling. The framework opens the opportunity for fast indoor acoustic data generation and positioning development. The improved…
This paper introduces a new framework for supervised sound source localization referred to as virtually-supervised learning. An acoustic shoe-box room simulator is used to generate a large number of binaural single-source audio scenes.…
We investigate the effects of four strategies for improving the ecological validity of synthetic room impulse response (RIR) datasets for monoaural Speech Enhancement (SE). We implement three features on top of the traditional image source…
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…
Room impulse response (RIR) generation remains a critical challenge for creating immersive virtual acoustic environments. Current methods suffer from two fundamental limitations: the scarcity of full-band RIR datasets and the inability of…
A room's acoustic properties are a product of the room's geometry, the objects within the room, and their specific positions. A room's acoustic properties can be characterized by its impulse response (RIR) between a source and listener…
In real-world acoustic scenarios, there often are multiple sound sources present in a room. These sources are situated in various locations and produce sounds that reach the listener from multiple directions. The presence of multiple…
Accurate and efficient simulation of room impulse responses is crucial for spatial audio applications. However, existing acoustic ray-tracing tools often operate as black boxes and only output impulse responses (IRs), providing limited…
This study provides a comprehensive test of the head-related impulse response (HRIR) to an auditory spatial speller brain-computer interface (BCI) paradigm, including a comparison with a conventional virtual headphone-based spatial auditory…
This study provides a comprehensive test of a head-related impulse response (HRIR) cues for a spatial auditory brain-computer interface (saBCI) speller paradigm. We present a comparison with the conventional virtual sound headphone-based…