Dynamic late reverberation rendering using the common-slope model

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A4 Artikkeli konferenssijulkaisussa

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en

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8

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2024 6th International Conference on Audio for Games, pp. 41-48

Abstract

Late reverberation rendering in video games and virtual reality applications can be challenging due to limited computational resources. Typical scenes feature complex geometries with multiple coupled rooms or non-uniform absorption. Additionally, the audio engine must continuously adapt to the player’s movements and the sound sources in the scene. This paper proposes a dynamic rendering system for anisotropic and inhomogeneous late reverberation. It is based on the common-slope model and uses a set of exponentially decaying reverberators that are weighted with position-, direction-, and frequency-dependent gains. We evaluate the system in a scene consisting of three coupled rooms, where we illustrate the reverberator gains for multiple octave bands. The proposed method allows real-time rendering of the spatial late reverberation while using a small number of artificial reverberators.

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Publisher Copyright: © 2024 6th International Conference on Audio for Games. All rights reserved.

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Götz, G, Kerimovs, T, Schlecht, S J & Pulkki, V 2024, Dynamic late reverberation rendering using the common-slope model. in 2024 6th International Conference on Audio for Games. 2024 6th International Conference on Audio for Games, Curran Associates Inc., pp. 41-48, AES International Conference on Audio for Games, Tokyo, Japan, 27/04/2024. < https://aes2.org/publications/elibrary-page/?id=22414 >