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Dynamic late reverberation rendering using the common-slope model

Late reverberation rendering in video games and virtual reality applications can be challenging due to limited computational resources. Typical scenes feature complex geometries with multiple coupled rooms or non-uniform absorption. Additionally, the audio engine must continuously adapt to the player’s movements and the sound sources in the scene. This paper proposes a dynamic rendering system for anisotropic and inhomogeneous late reverberation. It is based on the common-slope model and uses a set of exponentially decaying reverberators that are weighted with position-, direction-, and frequency-dependent gains. We evaluate the system in a scene consisting of three coupled rooms, where we illustrate the reverberator gains for multiple octave bands. The proposed method allows real-time rendering of the spatial late reverberation while using a small number of artificial reverberators.

 

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Permalink: https://aes2.org/publications/elibrary-page/?id=22414


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