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Realistic audio synthesis that captures accurate acoustic phenomena is essential for creating immersive experiences in virtual and augmented reality. Synthesizing the sound received at any position relies on the estimation of impulse…
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…
We present a new method to capture the acoustic characteristics of real-world rooms using commodity devices, and use the captured characteristics to generate similar sounding sources with virtual models. Given the captured audio and an…
We present a single channel data driven method for non-intrusive estimation of full-band reverberation time and full-band direct-to-reverberant ratio. The method extracts a number of features from reverberant speech and builds a model using…
Accurate estimation of Room Impulse Response (RIR), which captures an environment's acoustic properties, is important for speech processing and AR/VR applications. We propose AV-RIR, a novel multi-modal multi-task learning approach to…
Reverberation, especially in large rooms, severely degrades speech recognition performance and speech intelligibility. Since direct measurement of room characteristics is usually not possible, blind estimation of reverberation-related…
The direct and indirect boundary element methods, accelerated via the fast multipole method, are applied to numerical simulation of room acoustics for large rooms of volume $\sim 150$ $m^{3}$ and frequencies up to 5 kHz on a workstation. As…
To improve speech intelligibility and speech quality in noisy environments, binaural noise reduction algorithms for head-mounted assistive listening devices are of crucial importance. Several binaural noise reduction algorithms such as the…
Quick simulations for iterative evaluations of multi-design variables and boundary conditions are essential to find the optimal acoustic conditions in building design. We propose to use the reduced basis method (RBM) for realistic room…
Room compensation aims to improve the accuracy of loudspeaker reproduction in reverberant environments. Traditional methods, however, are limited to improving only spectral (timbral) and temporal accuracy, neglecting the spatial accuracy of…
Spatial audio signal enhancement aims to reduce interfering source contributions while preserving the desired sound field with its spatial cues. Existing methods generally rely on impractical assumptions (e.g. accurate estimations of…
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…
We tackle the multi-party speech recovery problem through modeling the acoustic of the reverberant chambers. Our approach exploits structured sparsity models to perform room modeling and speech recovery. We propose a scheme for…
Sound propagation is the process by which sound energy travels through a medium, such as air, to the surrounding environment as sound waves. The room impulse response (RIR) describes this process and is influenced by the positions of the…
We introduce a computationally efficient and tunable feedback delay network (FDN) architecture for real-time room impulse response (RIR) rendering that addresses the computational and latency challenges inherent in traditional convolution…
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…
Recently, the end-to-end approach has been successfully applied to multi-speaker speech separation and recognition in both single-channel and multichannel conditions. However, severe performance degradation is still observed in the…
Automatic speech recognition (ASR) on multi-talker recordings is challenging. Current methods using 3D spatial data from multi-channel audio and visual cues focus mainly on direct waves from the target speaker, overlooking reflection wave…
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.…
Modern neural-network-based speech processing systems are typically required to be robust against reverberation, and the training of such systems thus needs a large amount of reverberant data. During the training of the systems, on-the-fly…