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In headphone-based augmented reality audio applications, computer-generated audio-visual objects are rendered over headphones or ear buds and blended into a natural audio environment. This requires binaural artificial reverberation processing to match local environment acoustics, so that synthetic audio objects are not distinguishable from sounds occurring naturally or reproduced over loudspeakers. Solutions involving the measurement or calculation of binaural room impulse responses in a consumer environment are limited by practical obstacles and complexity. We propose an approach exploiting a statistical reverberation model, enabling practical acoustical environment characterization and computationally efficient reflection and reverberation rendering for multiple virtual sound sources. The method applies equally to headphone-based “audio-augmented reality”–enabling natural-sounding, externalized virtual 3-D audio reproduction of music, movie or game soundtracks.
Author (s): Jot, Jean-Marc; Lee, Keun Sup
Affiliation:
DTS, Inc., Los Gatos, CA, USA; Apple Inc., Cupertino, CA, USA
(See document for exact affiliation information.)
Publication Date:
2016-09-06
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Session subject:
Capture, Rendering, and Mixing for VR
Permalink: https://aes2.org/publications/elibrary-page/?id=18506
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Jot, Jean-Marc; Lee, Keun Sup; 2016; Augmented Reality Headphone Environment Rendering [PDF]; DTS, Inc., Los Gatos, CA, USA; Apple Inc., Cupertino, CA, USA; Paper 8-2; Available from: https://aes2.org/publications/elibrary-page/?id=18506
Jot, Jean-Marc; Lee, Keun Sup; Augmented Reality Headphone Environment Rendering [PDF]; DTS, Inc., Los Gatos, CA, USA; Apple Inc., Cupertino, CA, USA; Paper 8-2; 2016 Available: https://aes2.org/publications/elibrary-page/?id=18506