GPU-based Dynamic Wave Field Synthesis using Fractional Delay Filters and Room Compensation
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Otros documentos de la autoría: BELLOCH, JOSE A.; González, Alberto; Quintana-Orti, Enrique S.; Ferrer, Miguel; Välimäki, Vesa
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Título
GPU-based Dynamic Wave Field Synthesis using Fractional Delay Filters and Room CompensationAutoría
Fecha de publicación
2017-02Editor
IEEECita bibliográfica
BELLOCH RODRÍGUEZ, José Antonio; GONZÁLEZ, Alberto; QUINTANA ORTÍ, Enrique Salvador; FERRER, Miguel; VÄLIMÄKI, Vesa. GPU-based Dynamic Wave Field Synthesis using Fractional Delay Filters and Room Compensation. IEEE-ACM Transactions on Audio Speech and Language Processing (2017), v. 25, n. 2, pp. 435-447Tipo de documento
info:eu-repo/semantics/articleVersión de la editorial
http://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=7750558Palabras clave / Materias
Resumen
Wave Field Synthesis (WFS) is a multichannel audio reproduction method, of a considerable computational
cost that renders an accurate spatial sound field using a large number of loudspeakers to emulate
virtual sound ... [+]
Wave Field Synthesis (WFS) is a multichannel audio reproduction method, of a considerable computational
cost that renders an accurate spatial sound field using a large number of loudspeakers to emulate
virtual sound sources. The moving of sound source locations can be improved by using fractional delay
filters, and room reflections can be compensated by using an inverse filter bank that corrects the room
effects at selected points within the listening area. However, both the fractional delay filters and the
room compensation filters further increase the computational requirements of the WFS system. This
paper analyzes the performance of a WFS system composed of 96 loudspeakers which integrates both
strategies. In order to deal with the large computational complexity, we explore the use of a graphics
processing unit (GPU) as a massive signal co-processor to increase the capabilities of the WFS system.
The performance of the method as well as the benefits of the GPU acceleration are demonstrated by
considering different sizes of room compensation filters and fractional delay filters of order 9. The
results show that a 96-speaker WFS system that is efficiently implemented on a state-of-art GPU can synthesize the movements of 94 sound sources in real time and, at the same time, can manage 9,216
room compensation filters having more than 4,000 coefficients each. [-]
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IEEE-ACM Transactions on Audio Speech and Language Processing (2017), v. 25, n. 2Derechos de acceso
http://rightsstatements.org/vocab/CNE/1.0/
info:eu-repo/semantics/openAccess
info:eu-repo/semantics/openAccess
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