Hugeng, Hugeng and Anggara, Jovan and Gunawan, Dadang IMPLEMENTATION OF 3D HRTF INTERPOLATION IN SYNTHESIZING VIRTUAL 3D MOVING SOUND. IMPLEMENTATION OF 3D HRTF INTERPOLATION IN SYNTHESIZING VIRTUAL 3D MOVING SOUND.
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Abstract
3D sound is a new trend in various media, such as movies, video games, and musicals.
Interpolated head-related transfer functions (HRTFs) are a key factor in its production, due to
real-time system limitations in storing measured HRTFs. In addition, the interpolation of
HRTFs can reduce the need to measure a large amount of HRTFs and the associated effort. In
this research, we used the PKU-IOA HRTF Database and covered three interpolation
techniques, namely bilinear rectangular, bilinear triangular, and tetrahedral. Bilinear
interpolations can be used to compute weights in interpolating measured HRTFs in a linear
fashion, with respect to azimuth and elevation angles. Such interpolations have been proposed
for three measurement points that form a triangle or for four measurement points that form a
rectangle, surrounding the HRTF at a desired point. These geometrical approaches compute
weights from a distance of the desired point from each measurement point. Tetrahedral
interpolation, meanwhile, is a technique for HRTF measurements in 3D (i.e. azimuth, elevation,
and distance) using barycentric weights. Based on our experiments, 3D tetrahedral interpolation
results in the best average mean square error (MSE) of 3.72% for minimum phase head related
impulse responses (HRIRs) and best average spectral distortion (SD) of 2.79 dB for magnitude
HRTFs, compared to 2D bilinear interpolations (i.e. rectangular and triangular interpolation).
Regarding the latter, bilinear rectangular interpolation generally performs better than the
triangular variety. Additionally, the use of minimum phase HRIRs as input data results in more
optimal interpolated data than magnitude HRTFs. We therefore propose an optimal framework
for obtaining estimated HRIRs by interpolating minimum phase HRIRs using tetrahedral
interpolation. Such HRIRs have been simulated to produce virtual 3D moving sound in a
horizontal plane with a difference of 2.5
o
of azimuth angle. The simulated moving sound that is
heard moves naturally in a clockwise direction from an azimuth angle of 0
o
to 360
.
| Item Type: | Article |
|---|---|
| Subjects: | Penelitian > Fakultas Teknik |
| Divisions: | Fakultas Teknik > Teknik Elektro |
| Depositing User: | Puskom untar untar |
| Date Deposited: | 19 Dec 2020 08:57 |
| Last Modified: | 19 Dec 2020 08:57 |
| URI: | https://repotest.untar.ac.id/id/eprint/13699 |
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