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A comparative study of perceptual quality between wavefield synthesis and multipole-matched rendering for spatial audio
Citation key hannemann2008a
Author Hannemann, J. and Leedy, C. A. and Donohue, K. D. and Spors, Sascha and Raake, Alexander
Title of Book icassp
Pages 397–400
Year 2008
ISBN 978-1-4244-1483-3
Location Las Vegas, NV, United States
Month apr
Abstract This paper introduces a new algorithm to render virtual sound sources with spatial properties in immersive environments. The algorithm, referred to as multipole-matched rendering, uses the method-of-moments and singular-value decomposition to optimally match a spherical-multipole expansion of the virtual source to the field resulting from a spatially distributed speaker set. The flexibility of this method over other approaches, such as wavefield synthesis, allows for complex speaker geometries, and requires a smaller number of speakers to achieve a similar spatial rendering performance for listeners in immersive environments. The trade-off for the enhanced performance is a smaller area of faithful reproduction. This limited area, however, can be focused around listener locations for a sweet-spot solution. Experimental results are presented from perceptual tests comparing multipole-matched rendering to both wavefield synthesis and stereo rendering using a linear speaker array. The experiments included 13 subjects and demonstrated that the perceived direction of a virtual sound source for the new method is comparable to that of wavefield synthesis (no significant difference). The results demonstrate the potential of multipole-matched rendering as an efficient technique for rendering virtual sound sources in immersive environments.
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