Fifty years of artificial reverberation

V Valimaki, JD Parker, L Savioja… - IEEE Transactions on …, 2012 - ieeexplore.ieee.org
The first artificial reverberation algorithms were proposed in the early 1960s, and new,
improved algorithms are published regularly. These algorithms have been widely used in …

[图书][B] Partitioned convolution algorithms for real-time auralization

F Wefers - 2015 - books.google.com
This work discusses methods for efficient audio processing with finite impulse response
(FIR) filters. Such filters are widely used for high-quality acoustic signal processing, eg for …

Machine-learning-based estimation and rendering of scattering in virtual reality

V Pulkki, UP Svensson - The Journal of the Acoustical Society of …, 2019 - pubs.aip.org
In this work, a technique to render the acoustic effect of scattering from finite objects in virtual
reality is proposed, which aims to provide a perceptually plausible response for the listener …

Audio signal processing using graphics processing units

L Savioja, V Välimäki, JO Smith - Journal of the Audio Engineering Society, 2011 - aes.org
Although the special purpose graphics processing unit (GPU) found in many personal
computers was designed to accelerate complex visual displays, the GPU can also be used …

Optimized transmission line matrix model implementation for graphics processing units computing in built-up environment

G Guillaume, N Fortin - Journal of Building Performance …, 2014 - Taylor & Francis
The increase in computational capabilities has made time-domain methods applicable for
long-range sound propagation modelling. However, such approaches remain very …

Aerophones in flatland: Interactive wave simulation of wind instruments

A Allen, N Raghuvanshi - ACM Transactions on Graphics (TOG), 2015 - dl.acm.org
We present the first real-time technique to synthesize full-bandwidth sounds for 2D virtual
wind instruments. A novel interactive wave solver is proposed that synthesizes audio at …

Acoustic rendering and auditory–visual cross‐modal perception and interaction

V Hulusic, C Harvey, K Debattista… - Computer Graphics …, 2012 - Wiley Online Library
In recent years research in the three‐dimensional sound generation field has been primarily
focussed upon new applications of spatialized sound. In the computer graphics community …

GPU implementation of multichannel adaptive algorithms for local active noise control

J Lorente, M Ferrer, M De Diego… - IEEE/ACM Transactions …, 2014 - ieeexplore.ieee.org
Multichannel active noise control (ANC) systems are commonly based on adaptive signal
processing algorithms that require high computational capacity, which constrains their …

Sound propagation in 3D spaces using computer graphics techniques

P Charalampous, D Michael - 2014 International Conference …, 2014 - ieeexplore.ieee.org
Sound propagation in 3D spaces is governed by similar physical principles as light. As a
result, sound rendering in a 3D virtual environment can benefit from methods developed for …

The frequency partitioned block modified filtered-x NLMS with orthogonal correction factors for multichannel active noise control

J Lorente, M Ferrer, M de Diego, A Gonzalez - Digital Signal Processing, 2015 - Elsevier
Abstract The Normalized Least Mean Square (NLMS) algorithm with a filtered-x structure
(FxNLMS) is a widely used adaptive algorithm for Active Noise Control (ANC) due to its …