Regular Article: Computing Fourier Transforms and Convolutions on the 2-Sphere
Advances in Applied Mathematics
3-D sound for virtual reality and multimedia
3-D sound for virtual reality and multimedia
The design of multidimensional sound interfaces
Virtual environments and advanced interface design
Multimedia Systems - Special issue on audio and multimedia
Adaptive 3D sound systems
An improved illumination model for shaded display
Communications of the ACM
Modeling acoustics in virtual environments using the uniform theory of diffraction
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Virtual Auditory Space: Generation and Applications
Virtual Auditory Space: Generation and Applications
Validating Acoustical Simulations in Bell Labs Box
IEEE Computer Graphics and Applications
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Tolerance of Temporal Delay in Virtual Environments
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
Application of dimensionality reduction techniques to HRTFS for interactive virtual environments
Proceedings of the international conference on Advances in computer entertainment technology
Evaluation of a Low-Cost 3D Sound System for Immersive Virtual Reality Training Systems
IEEE Transactions on Visualization and Computer Graphics
Fast time-domain edge-diffraction calculations for interactive acoustic simulations
EURASIP Journal on Applied Signal Processing
Inverse filter design for immersive audio rendering overloudspeakers
IEEE Transactions on Multimedia
Rendering localized spatial audio in a virtual auditory space
IEEE Transactions on Multimedia
Spatial sound for video games and virtual environments utilizing real-time GPU-based convolution
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Dimensionality reduced HRTFs: a comparative study
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Real-time GPU-based convolution: a follow-up
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
CyberWalk: Enabling unconstrained omnidirectional walking through virtual environments
ACM Transactions on Applied Perception (TAP)
The perception of egocentric distances in virtual environments - A review
ACM Computing Surveys (CSUR)
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To be immersed in a virtual environment, the user must be presented with plausible sensory input including auditory cues. A virtual (three-dimensional) audio display aims to allow the user to perceive the position of a sound source at an arbitrary position in three-dimensional space despite the fact that the generated sound may be emanating from a fixed number of loudspeakers at fixed positions in space or a pair of headphones. The foundation of virtual audio rests on the development of technology to present auditory signals to the listener's ears so that these signals are perceptually equivalent to those the listener would receive in the environment being simulated. This paper reviews the human perceptual and technical literature relevant to the modeling and generation of accurate audio displays for virtual environments. Approaches to acoustical environment simulation are summarized and the advantages and disadvantages of the various approaches are presented.