3D-Audio Matting, Postediting, and Rerendering from Field Recordings

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Research Article 3D-Audio Matting, Postediting, and Rerendering from Field Recordings Emmanuel Gallo,1, 2 Nicolas Tsingos,1 and Guillaume Lemaitre1 1 Rendu

& Environnements Virtuel Sonoris´es, Institut National de Recherche en Informatique et en Automatique, 06902 Sophia-Antipolis Cedex, France 2 Centre Scientifique et Technique du Bˆ atiment, 06904 Sophia-Antipolis Cedex, France Received 1 May 2006; Revised 11 September 2006; Accepted 24 November 2006 Recommended by Werner De Bruijn We present a novel approach to real-time spatial rendering of realistic auditory environments and sound sources recorded live, in the field. Using a set of standard microphones distributed throughout a real-world environment, we record the sound field simultaneously from several locations. After spatial calibration, we segment from this set of recordings a number of auditory components, together with their location. We compare existing time delay of arrival estimation techniques between pairs of widely spaced microphones and introduce a novel efficient hierarchical localization algorithm. Using the high-level representation thus obtained, we can edit and rerender the acquired auditory scene over a variety of listening setups. In particular, we can move or alter the different sound sources and arbitrarily choose the listening position. We can also composite elements of different scenes together in a spatially consistent way. Our approach provides efficient rendering of complex soundscapes which would be challenging to model using discrete point sources and traditional virtual acoustics techniques. We demonstrate a wide range of possible applications for games, virtual and augmented reality, and audio visual post production. Copyright © 2007 Emmanuel Gallo et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

1.

INTRODUCTION

While hardware capabilities allow for real-time rendering of increasingly complex environments, authoring realistic virtual audio-visual worlds is still a challenging task. This is particularly true for interactive spatial auditory scenes for which few content creation tools are available. The current models for authoring interactive 3D-audio scenes often assume that sound is emitted by a set of monophonic point sources for which a signal has to be individually generated. In the general case, source signals cannot be completely synthesized from physics-based models and must be individually recorded, which requires enormous time and resources. Although this approach gives the user the freedom to control each source and freely navigate throughout the auditory scene, the overall result remains an approximation due to the complexity of real-world sources, limitations of microphone pick-up patterns, and limitations of the simulated sound propagation models. On the opposite end of the spectrum, spatial sound recordings which encode the directional components o