3-D Spatialization and Localization and Simulated Surround Sound with Headphones - PowerPoint PPT Presentation

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3-D Spatialization and Localization and Simulated Surround Sound with Headphones

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Initially used gains/phase shift matrix to split up stereo signal ... Resultant stereo sound file has convincing spatialization effects. ... – PowerPoint PPT presentation

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Title: 3-D Spatialization and Localization and Simulated Surround Sound with Headphones


1
3-D Spatialization and Localizationand Simulated
Surround Sound with Headphones
  • Lucas ONeil
  • Brendan Cassidy

2
Overview
  • 3D with headphones
  • HRTF Model
  • Convolution
  • 360 elevation Panning
  • Upmixing
  • Pro Logic
  • Delays
  • Filters
  • Sub
  • Autopanning
  • Downmixing with HRTF

3
Mathematical HRTF Model
  • We tell 3D directionality through 3 cues other
    than just ITD and IID
  • Pinna Reflections
  • Shoulder and Torso Reflections
  • Head Shadow and ITD
  • Can model using filters/delays.

4
  • Shoulder/Torso reflection simulated by echo
  • Pinna reflections via a tapped delay line

5
  • Head shadow diffracts the sound wave.
  • Simulated in digital domain by 1st order IIR
    filter
  • ITD due to separation obtained by allpass filter
    with group delay

6
  • Input azimuth and elevation angle.
  • Delay by shoulder echo.
  • Add delay line due to pinna reflections.
  • Filter through Head Shadow and ITD filters.
  • spatialization!

7
Convolving with HRIR
  • HRIR Head Related Impulse Response
  • Measured with KEMAR dummy (MIT)
  • Convolve audio with impulse response
    corresponding to appropriate angle

8
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9
360 Corkscrew Panning
  • Demo to shown point source spatialization.
  • Pick rotation frequency for azimuth and
    elevation.
  • Breaks up signal into blocks and performs HRTF
    with different angles on each block to simulate
    360 rotation around head and elevation from -90
    to 90
  • Done with both mathematical model and convolution
    techniques.

10
5.1 Surround Sound
11
Upmixing to 5.1 Surround
  • Investigated Dolby Pro Logic decoder.
  • Initially used gains/phase shift matrix to split
    up stereo signal
  • Tweaked further adding delays to center and
    surround channels

12
  • Pro Logic II has 3 modes of operation
  • Movie (not used in this project)
  • Pro Logic
  • Music
  • Surround channel uses 7kHz LPF in Pro Logic mode
  • Surround channel uses Shelving Filter in music
    mode
  • Used 4kz cutoff for shelving.
  • Surround channel has 20ms delay in Pro Logic
    mode, but not music mode

13
Subwoofer Simulation
  • 5 channel surround was losing some low frequency
    due to cross talk corellation and phase
    cancellation in surround channels.
  • Solved by cloning low frequencies of signal
    (using 300Hz LPF), then mixing them back in the
    stereo channel after downmixing the 5 channels

14
Autopanning
  • Pro Logic mode uses autopanning to detect
    directionality and adjust 5 speaker mix.
  • Preserves RMS energy in signal.

15
Sub-band Autopanning
  • Scope of project did not allow for implementation
  • Surround upmixer breaks signals into bands and
    pans those bands to the appropriate location
  • Can detect different instruments in music (like
    frequency keying in DAW software) and localize
    each instrument.

16
Dolby Pro Logic Decoder
17
Our Implementation of Upmixer
18
Downmixing with HRTF
19
  • Resultant stereo sound file has convincing
    spatialization effects.
  • Pro Logic mode autopanning implemented without
    sub-band separation tends to have vocals that
    jump back and forth across the left and right
    channels.
  • Music mode sounded better (for music).

20
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