Related papers: Hearing Anywhere in Any Environment
Natural and efficient interaction remains a critical challenge for virtual reality and augmented reality (VR/AR) systems. Vision-based gesture recognition suffers from high computational cost, sensitivity to lighting conditions, and privacy…
Spatial attributes of room acoustics have been widely studied using microphone and loudspeaker arrays. However, systems that combine both arrays, referred to as multiple-input multiple-output (MIMO) systems, have only been studied to a…
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 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…
Blind acoustic parameter estimation consists in inferring the acoustic properties of an environment from recordings of unknown sound sources. Recent works in this area have utilized deep neural networks trained either partially or…
Spatial audio, which focuses on immersive 3D sound rendering, is widely applied in the acoustic industry. One of the key problems of current spatial audio rendering methods is the lack of personalization based on different anatomies of…
We investigate the benefit of combining blind audio recordings with 3D scene information for novel-view acoustic synthesis. Given audio recordings from 2-4 microphones and the 3D geometry and material of a scene containing multiple unknown…
This paper presents BUT ReverbDB - a dataset of real room impulse responses (RIR), background noises and re-transmitted speech data. The retransmitted data includes LibriSpeech test-clean, 2000 HUB5 English evaluation and part of 2010 NIST…
We present an efficient and realistic geometric acoustic simulation approach for generating and augmenting training data in speech-related machine learning tasks. Our physically-based acoustic simulation method is capable of modeling…
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…
Augmented reality (AR) requires the seamless integration of visual, auditory, and linguistic channels for optimized human-computer interaction. While auditory and visual inputs facilitate real-time and contextual user guidance, the…
Room impulse response estimation is essential for tasks like speech dereverberation, which improves automatic speech recognition. Most existing methods rely on either statistical signal processing or deep neural networks designed to…
While experimentation with synthetic stimuli in abstracted listening situations has a long standing and successful history in hearing research, an increased interest exists on closing the remaining gap towards real-life listening by…
Deep learning approaches have emerged that aim to transform an audio signal so that it sounds as if it was recorded in the same room as a reference recording, with applications both in audio post-production and augmented reality. In this…
Room acoustic synthesis can be used in Virtual Reality (VR), Augmented Reality (AR) and gaming applications to enhance listeners' sense of immersion, realism and externalisation. A common approach is to use Geometrical Acoustics (GA) models…
Binaural audio provides human listeners with an immersive spatial sound experience, but most existing videos lack binaural audio recordings. We propose an audio spatialization method that draws on visual information in videos to convert…
Restoring multiple degradations efficiently via just one model has become increasingly significant and impactful, especially with the proliferation of mobile devices. Traditional solutions typically involve training dedicated models per…
An estimated 253 million people have visual impairments. These visual impairments affect everyday lives, and limit their understanding of the outside world. This can pose a risk to health from falling or collisions. We propose a solution to…
Moving around in the world is naturally a multisensory experience, but today's embodied agents are deaf---restricted to solely their visual perception of the environment. We introduce audio-visual navigation for complex, acoustically and…
Humans rely on multisensory integration to perceive spatial environments, where auditory cues enable sound source localization in three-dimensional space. Despite the critical role of spatial audio in immersive technologies such as VR/AR,…