Dear Archontis,

On Tue, May 24, 2011 at 11:09 PM, Archontis Politis
<deadflagb...@gmail.com>wrote:

> Hi,
>
> I would add to Jörn's comments that apart from head-tracking, which is
> crucial, you probably have to apply some decorrelation to your synthetic
> binaural signals, and mix them with the normal ones. From anechoic hrtfs
> only, especially if they are generic ones it is easy to get the in-head
> effect. You can add decorrelation by some room simulation algorithm,
> artificial reverberation or simpler by convolving your signals with bursts
> of noise, passing them through allpass filters, applying varying delays,
> whatever you can do that will scramble the phase but not the magnitude of
> the sounds.
>

Thanks a lot.
In fact, I tried to add some reverberation in the synthetic binaural
signals. The resultant signals really seems to move to out of head to a
certain degree.
Now, I am now wondering whether the rendering should much more realistic if
both adding reverberation and head tracking are integrated.




>
> I have heard demonstrations with room simulated binaural responses that
> were well externalised without head-tracking, adding head-tracking should be
> very effective. You can check the literature for audio decorrelation
> techniques or artificial reverberation. Have a look also on the following
> master thesis:
>
> Headphone Sound Externalization - TKK Acoustics
> www.acoustics.hut.fi/publications/files/theses/liitola_mst.pdf
>


Thanks a lot for this detail information.

Best regards,
Junfeng





>
> Regards,
> Archontis
>
>
> On 5/24/11 5:31 PM, Jörn Nettingsmeier wrote:
>
>> On 05/24/2011 03:42 PM, Junfeng Li wrote:
>>
>>> Dear Daniel,
>>>
>>> Thanks a lot.
>>>
>>> I have already read some information on Dolby and Smyth surround
>>> headphones.
>>>
>>> However, what I could see on these headphones is only the introduction of
>>> the products.
>>> What I now need is some technical/scientific documents/articles to
>>> explain
>>> the principle and implementation of these products.
>>> Could you provide some references on it?
>>>
>>> Thank you very much.
>>>
>>
>> well, if you have headphones, you have to be doing binaural synthesis.
>>
>> so what happens is you take the positions of the speakers you want to
>> simulate, and convolve each speaker signal with the appropriate head-related
>> transfer functions for the left and right ear.
>>
>> the next step (and a pretty important one) is to track the user's head
>> movements, and at the same time crossfade to another set of HRTFs. that's
>> not exactly trivial, but also quite well understood, and there are some free
>> implementations that do the job pretty well.
>>
>> that's pretty much all there is to it.
>>
>> in theory :)
>>
>> what makes it a product is to figure out how to
>> a) either measure the customer's own HRTFs without annoying them too much
>> (because you want quite a lot of them), or
>> b) provide some means to select and optimize a generic set of HRTFs.
>>
>> iiuc, smyth is doing a).
>>
>>
>>
>>
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