Bo-Erik Sandholm wrote:
This is the competition for ambisonics in VR recording of real world event, I
"love" the shape of the camera/microphone!
And it is not even a joke.
http://www.vr-gaming.co.uk/oculus-rift-vrsfx-binaural-audio-pitch-perfect-presence/
- Bo-Erik
Binaural recordings have weaknesses:
- They are definitively coloured by the chosen pinnae forms, head-shape
(and maybe torso-shape). The "kunstkopf" approach means that you will
have to chose some < general > HRTFs filters during recording...
- It is not possible to apply motion- and head-tracking (for VR
applications, in this context!) if you have a one-perspective binaural
recording. At least there doesn't seem to be any direct way...
- In this case you have a set of four binaural recordings in the
horizontal plane. Applying lots of interpolation, you might be able to
apply some form of position and head-tracking. But only horizontally...
But head-tracking is needed in 3D, at least for the video part. ;-)
- Oculus' audio partners use clearly a form of HOA microphone:
http://visisonics.com/products#3daudio
The VisiSonics Panoramic Audio Camera/Oculus HMD integration is the
next step in telepresence applications where at your desk or on your
couch is “As Good As Being There”.
Motion and head-tracking is no problem if you use any form of sound
field recording for 3D audio capture. (Via SFM or HOA mikes)
Specifically, you can rotate the sound field in three dimensions to
before the binaural decoding stage, to realize head-tracking. (And
positional tracking, too.)
The VRSFX system can do 2-dimensional head-tracking. At best!
Cheers,
Stefan
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