3-D sound for virtual reality and multimedia
3-D sound for virtual reality and multimedia
Presence: Teleoperators and Virtual Environments
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
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Fundamental to the generation of 3D audio is the HRTF processing of acoustical signals. Unfortunately, given the high dimensionality of HRTFs, incorporating them into dynamic/interactive virtual environment and gaming applications is computationally very demanding. This greatly limits the performance of such applications that incorporate real-time 3D audio. This paper examines the application of data reduction models to HRTFs. In particular, the locally linear Isomap, Locally Linear Embedding (LLE), and the globally linear Principal Components Analysis (PCA) dimensionality reduction tools are applied to the MIT HRTF dataset. Our motivation is to project the inherently high-dimensional space inherent in HRTF measurements onto a lower dimensionality such that they can be incorporated into interactive virtual environments and gaming applications.