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We present the Geometric-Wave Acoustic (GWA) dataset, a large-scale audio dataset of about 2 million synthetic room impulse responses (IRs) and their corresponding detailed geometric and simulation configurations. Our dataset samples…
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…
Room geometry inference (RGI) aims at estimating room shapes from measured room impulse responses (RIRs) and has received lots of attention for its importance in environment-aware audio rendering and virtual acoustic representation of a…
We present a new dataset called Real Acoustic Fields (RAF) that captures real acoustic room data from multiple modalities. The dataset includes high-quality and densely captured room impulse response data paired with multi-view images, and…
Acoustic environment characterization opens doors for sound reproduction innovations, smart EQing, speech enhancement, hearing aids, and forensics. Reverberation time, clarity, and direct-to-reverberant ratio are acoustic parameters that…
Audio adversarial examples are audio files that have been manipulated to fool an automatic speech recognition (ASR) system, while still sounding benign to a human listener. Most methods to generate such samples are based on a two-step…
Rendering immersive spatial audio in virtual reality (VR) and video games demands a fast and accurate generation of room impulse responses (RIRs) to recreate auditory environments plausibly. However, the conventional methods for simulating…
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…
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…
Although recent video-to-audio (V2A) models excelled at synthesizing semantically plausible sounds from visual inputs, they do not explicitly model room-acoustic effects such as reverberation or room impulse responses (RIRs), and thus offer…
The estimation of room impulse responses (RIRs) between static loudspeaker and microphone locations can be done using a number of well-established measurement and inference procedures. While these procedures assume a time-invariant acoustic…
We introduce a novel algorithm for online estimation of acoustic impulse responses (AIRs) which allows for fast convergence by exploiting prior knowledge about the fundamental structure of AIRs. The proposed method assumes that the…
Geometrical approaches for room acoustics simulation have the advantage of requiring limited computational resources while still achieving a high perceptual plausibility. A common approach is using the image source model for direct and…
Accurate far-field speech datasets are critical for tasks such as automatic speech recognition (ASR), dereverberation, speech enhancement, and source separation. However, current datasets are limited by the trade-off between acoustic…
Most often, virtual acoustic rendering employs real-time updated room acoustic simulations to accomplish auralization for a variable listener perspective. As an alternative, we propose and test a technique to interpolate room impulse…
Speech audio quality is subject to degradation caused by an acoustic environment and isotropic ambient and point noises. The environment can lead to decreased speech intelligibility and loss of focus and attention by the listener. Basic…
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…
Room equalisation aims to increase the quality of loudspeaker reproduction in reverberant environments, compensating for colouration caused by imperfect room reflections and frequency dependant loudspeaker directivity. A common technique in…
As humans, we hear sound every second of our life. The sound we hear is often affected by the acoustics of the environment surrounding us. For example, a spacious hall leads to more reverberation. Room Impulse Responses (RIR) are commonly…
Despite decades of research on reverberant speech, comparing methods remains difficult because most corpora lack per-file acoustic annotations or provide limited documentation for reproduction. We present RIR-Mega-Speech, a corpus of…