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Reverberation Algorithms
Reverberation Algorithms
Reverberation Algorithms
Augusto Sarti
Summary
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Impulse response
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The sounds we perceive heavily depend on the surrounding environment Environment-related sound changes are of convolutive origin (filtering)
Well-modeled
Impulse response
Amplitude
Reverberation tf Function
Three sources, one listener (two ears) n Filters should include pinnae filtering n Filters change if anything in the room changes (exact model)
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Global descriptors
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Introduced by Schroeder to define reverberation time It measures the total signal energy remaining in the reverberators impulse response at time t It decays more smoothly than the impulse response, therefore it works better than the amplitudes envelope for defining the reverberation time In reverberant environments a large amount of the total energy is contained in the last portion of the impulse response
Reverberation time
Global descriptors
Global descriptors
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In the rooms transfer function we can single out resonant modes The spacing between two resonant modes is given by
Global descriptors
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Derivative of Nt:
Clarity index: ratio btw early reflections energy and late reverberation energy
Implementation
Moorer reverberator
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accounts for late reverberations by placing an IIR filter after the FIR filter (tapped delay line)
Comb filter
Allpass filter
Steady-state tones (sinusoids) really do see the same gain at every frequency in an allpass, while a comb filter has widely varying gains
The decay between successive samples in comb and allpass filters is described by the gain coefficient gi In order for the comb filters decay to correspond to a given reverberation time, we must have
Single comb filters do not provide sufficient echo density In order to improve the echo density, we need to combine multiple comb filters
Cascading comb filters corresponds to multiplying their transfer functions Frequency peaks not shared by all comb filters are cancelled by multiplication
Modal density turns out to be the same at all frequencies, unlike real rooms Above a threshold frequency, the modal density is constant The modal density of the comb filters is then set to the modal density above the threshold frequency
Schroeders reverberator
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Delays of the comb and allpass filters are chosen so that the ratio of the largest and smallest delay is 1.5 (typically 30 and 45 ms) The gains gi of the comb filters are chosen to provide a desired reverberation time Tr according to
A matrix is unitary if :
|| M u ||=|| u ||
FDN
a11 a12 a 21 a22 A= a31 a32 a41 a42 a13 a23 a33 a43 a14 a24 a34 a44
Stability of the feedback loop is guaranteed if A = gM where M is an unitary matrix and |g|<1 Outputs will be mutually incoherent: we can use the FDN to render the diffuse soundfield with a 4 loudspeaker system The early reverbeartions can be simulated by appropriately injecting the input signal into the delay lines
Jots reverberator
c =[
b1 b = bN
c1 c = c N
Jots reverberator
The input-output relation of Jots reverberator is given by
with
and
Jots reverberator
n System
transfer function:
n Zeros:
n Poles:
Jots reverberator
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Moorer noted that convolving exponentially decaying white noise with source signals produces a very natural sounding As a consequence, by introducing absorptive losses into a lossless prototype, we should obtain a natural sounding reverberator This is accomplished by associating a gain with each delay:
Jots reverberator
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The above modification has the effect of replacing z with z/ in the transfer function The lossless prototype response h[n] will be multiplied by an exponential envelope n
Motivations
Acoustical environment provides ... n Sense of presence n Comprehension of space n Localization of auditory cues n Selectivity of audio signals (cocktail party effect)
Similarities to Graphics
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are significant Specular reflections dominate diffuse reflections Occlusions by small objects have little effect
phase is important
Overview of approaches
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Finite element methods Boundary element methods Image source methods Ray tracing Beam tracing
mesh
function stored with each element Form factors must model diffractions & specularities Elements must be much smaller than wavelength
sources
Path tracing
n Trace
Beam Tracing
n Trace
for curved surfaces or refractions Requires efficient polygon sorting and intersection
BSPs
Complex 3D Environments
n Precompute
source
Interactive Performance
n Lookup
Summary
n FEM/BEM
best best
n Image n Path
source methods
for rectangular rooms (very common) for high-order reflections (very common)
tracing tracing
for precomputation
best
n Beam
best
of acoustic reverberations in complex environments Prediction of EM propagation for wireless systems (multipath fading)
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Beam tracing
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Construction of the beam tree through space subdivision Construction of paths through beam tree lookup
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What is missing?
n Traditional
Every
n Is
it possible to avoid space subdivision? n Is it possible to settle all visibility issues in advance (irrespective of the source location)? n Is it ultimately possible to build the BT through a simple lookup process?
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environments visibility independently from the sources location n Compute the environments visibility n Build the beam tree using
Visibility
Beam
Environments characterization
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to be point-like
Reflectors
Oriented
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Byproducts:
Beams
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Compact bundle of rays originated by the same source Identified by a source (real or virtual) and the illuminated portion of a reflector
Active
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reflectors
Visibility
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Visibility function
Function
that associates the index of the visible reflector to a viewpoint and a viewing direction Piece-wise constant function that takes on values in the parameter space that characterizes viewpoint and viewing direction
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function where viewpoints are constrained on the pts of the reflector of the visibility functions associated to all the environments reflectors
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Reflectors
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normalization
affine transformation (rigid motion + scaling) of the geometric space that remaps the reflector onto the segment that goes from (0,-1) to (0,1), with reflecting surface facing x0
This
way viewpoint and viewing direction can be described by the eq. y = a x + b, where -1b1 describes the point on the reflector and a the viewing direction
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Visibility region
n The
visibility region of a given reflector w.r.t. a reference reflector is the region of the parameter space (a,b) that corresponds to viewpoints on the reference reflector from which the given one results as visible
Due
n The
visibility region of reflector i is the region where the visibility function is equal to i
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Visibility region
n A
(e+f,g+h) x=et+f y=gt+h 0t1 Substituting in y=ax+b we obtain (f,h) g t + h = a (e t + f) + b, 0t1 -1b1 Visibility region: Intersection btw a bundle of rays (a beam in parameter space) and the strip -1b1
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Examples
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Visibility region
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Potential visibility region: visibility region with no other reflectors Potential visibility regions may overlap Actual visibility region is contained within the potential one Overlaps must be resolved considering occlusions Approach for evaluating visibility function Compute potential visibility regions Resolve overlaps and identify actual visibility regions Label actual visibility regions
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Resolving overlaps
n When
two potential visibility regions overlap, the corresponding reflectors exhibit a partial occlusion w.r.t. the reference reflector n Who occludes who decides which region eats which on the overlap n This can be done by tracing a sample ray within the overlapping region
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the global visibility of the environment corresponds to building one visibility function per reflector
This
corresponds to constructing and labeling all the actual visibility regions for each reflector
n All
this ignores the location of the source n Given source location and visibility, how do we build the beam tree?
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n n
A source in parameter space is a line (dual of a pt) Source and active portion of a reflector define a beam
The
branching of a beam is defined by the intersection btw the line and the actual visibility regions
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Beam tracing
n Given
a beam reflected by the i-th reflector, use visibility to to determine its branching in sub-beams (one per visible reflector)
Determine
virtual source location in the warped space corresponding to i-th reflector Determine illuminated portion of reflector and the corresponding narrowed reference strip Scan actual visibility regions over the line corresponding to the source in parameter space Update beam tree 99
Beam tracing
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Computational efficiency
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Computational efficiency
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Modeling diffraction
n Use
geometric theory of diffraction n Diffraction modeled by placing sources (and the relative beam trees) at diffracting wedges n Beam trees computed in advance jointly with visibility information
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Meas.
Comparison
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Parameters:
EDC Early Decay Time (EDT): time that imp. resp. takes to dim down of 10 dB. Center Time (CT): centroid of squared impulse response
EDC
recorded Simulated refl. only
Complete simulation
EDT
recorded Simulated refl. only
Complete simulation\
Centre Time
recorded Simulated refl. only
Complete simulation
Auralization
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Active Beamshaping
Rendering beams
Implements general solution according to geometric propagation principles Boundary conditions become components of the implementation
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Goal
Reconstruction of an arbitrary source (arbitrary radiation function) in an arbitrary location using an array of speaker in close range
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Signal transfer
=
NxM
Mx1 Nx1
Gh = b
Matrix form
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n M
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nM
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Rendered beam
Wideband extension
Instead
of setting constraints at a single frequency, we apply them to multiple frequencies (wideband minimization) 4 parameters:
n F,
No. of frequencies where we minimize n M, No. of speakers n N, No. of angles n T, No. of taps of the filter
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Interface
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Results
n Expected
Low
contrasting needs
frequencies require extensive arrays High frequencies require closely-spaced speakers Cost constrains limit the No. of speakers
n With
15-16 speakers we do not go beyond 17-18 db of attenuation btw main lobe and side lobes with a limited frequency range (300Hz-6kHz)
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Conclusions
n Results
are comparable to those achieved with WFS but we control them in a geometric fashion. Therefore we can
Reconstruct
location Combine multiple beams through superposition principle, therefore it can be used as a geometric engine for synthesizing the response of the environment as well (early reverberation for spatial impression)
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