复杂场景的渐进式感知音频渲染

Thomas Moeck, Nicolas Bonneel, N. Tsingos, G. Drettakis, I. Viaud-Delmon, David Alloza
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引用次数: 65

摘要

尽管最近取得了一些进展,包括声源聚类和感知听觉掩蔽,但具有数千声源的复杂虚拟场景的高质量渲染仍然是一个挑战。随着场景复杂性的增加,出现了两个主要瓶颈:聚类本身的成本和每个聚类内预混合源信号的成本。在本文中,我们首先提出了一种改进的分层聚类算法,该算法在提供逐步细化能力的同时,对大量的源和聚类仍然有效。然后,我们提出了一种有损预混方法,该方法基于输入音频信号的累进表示和每个声源的感知重要性。我们的质量评估用户测试表明,最近引入的音频显著性地图不适合此任务。因此,我们提出了一个“顶峰”,基于响度的度量,它为各种目标计算预算提供了最佳结果。我们还进行了一项感性试点研究,该研究表明,在视听环境中,最好将更多的集群分配给可见声源。我们利用这一结果提出了一个新的聚类度量。由于这三种解决方案,我们的系统可以在“玩家风格”的PC上提供数千个3d声源的高质量渲染。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Progressive perceptual audio rendering of complex scenes
Despite recent advances, including sound source clustering and perceptual auditory masking, high quality rendering of complex virtual scenes with thousands of sound sources remains a challenge. Two major bottlenecks appear as the scene complexity increases: the cost of clustering itself, and the cost of pre-mixing source signals within each cluster. In this paper, we first propose an improved hierarchical clustering algorithm that remains efficient for large numbers of sources and clusters while providing progressive refinement capabilities. We then present a lossy pre-mixing method based on a progressive representation of the input audio signals and the perceptual importance of each sound source. Our quality evaluation user tests indicate that the recently introduced audio saliency map is inappropriate for this task. Consequently we propose a "pinnacle", loudness-based metric, which gives the best results for a variety of target computing budgets. We also performed a perceptual pilot study which indicates that in audio-visual environments, it is better to allocate more clusters to visible sound sources. We propose a new clustering metric using this result. As a result of these three solutions, our system can provide high quality rendering of thousands of 3D-sound sources on a "gamer-style" PC.
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