virtualized audio as a distributed interactive application

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Virtualized Audio as a Distributed Interactive Application Peter A. Dinda Northwestern University Access Grid Retreat, 1/30/01

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Virtualized Audio as a Distributed Interactive Application. Peter A. Dinda Northwestern University Access Grid Retreat, 1/30/01. Overview. Audio systems are pathetic and stagnant We can do better: Virtualized Audio (VA) VA can exploit distributed environments - PowerPoint PPT Presentation

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Page 1: Virtualized Audio as a Distributed Interactive Application

Virtualized Audioas a

Distributed Interactive Application

Peter A. DindaNorthwestern University

Access Grid Retreat, 1/30/01

Page 2: Virtualized Audio as a Distributed Interactive Application

2

Overview

• Audio systems are pathetic and stagnant• We can do better: Virtualized Audio (VA)

• VA can exploit distributed environments• VA demands interactive response

Wha

t I b

elie

veW

hy I

care

Page 3: Virtualized Audio as a Distributed Interactive Application

3

Performer

Microphones

Performance Room

Mixer

Amp

Listening Room

Listener

Sound Field 1Sound Field 2

Loudspeakers

Headphones

Traditional Audio (TA) System

Page 4: Virtualized Audio as a Distributed Interactive Application

4

TA Mixing And Filtering

PerformerPerformanceRoom Filter

Mixing(reduction)

Amp FilterLoudspeaker

Filter

MicrophoneSampling

ListeningRoom Filter

Listener’s Location

and HRTF

Headphones

Perception of LoudspeakerReproduced

Sound

Listener’sLocation

and HRTF

Perception of Real Sound

Perception of Headphone Reproduced

Sound

Page 5: Virtualized Audio as a Distributed Interactive Application

5

Virtualized Audio (VA) SystemPerformer

Microphones

Performance Room

Separation

Real Listening Room

Listener atVirtual Location

Sound Field 1VirtualSound Field 3

Headphones

Auralization

Virtual Performer(virtual speaker)

Virtual Listening Room

Sound Field 2

Virtual Performer

Amp

Listener

HSS

HRTF

Listener

Page 6: Virtualized Audio as a Distributed Interactive Application

6

VA: Filtering, Separation, and Auralization

PerformerPerformanceRoom Filter

SoundSeparation

Amp FilterHSS

LoudspeakerFilter

MicrophoneSampling

ListeningRoom Filter

Listener’s Location

and HRTF

Perception of Virtualized

Audio

Listener’sLocation

and HRTF

Perception of Real Sound

Nearly Identical

Auralization

Headphones

Perception of Virtualized

Audio

HRTF

Listener

VA Forward Problem

VA Reverse Problem

Page 7: Virtualized Audio as a Distributed Interactive Application

7

The Reverse Problem -Source Separation

Human Space Microphones

RecoveryAlgorithms

microphonesignals

microphonepositions

“Reverse Problem”

sound source positions

room geometryand properties

sound source signals

other inputs

•Microphone signals are a result of sound source signals, positions, microphone positions, and the geometry and material properties of the room.

•We seek to recover these underlying producers of the microphone signals.

Page 8: Virtualized Audio as a Distributed Interactive Application

8

The Reverse Problem• Blind source separation and deconvolution• Statistical estimation problem• Can “unblind” problem in various ways

– Large number of microphones– Tracking of performers– Separate out room deconvolution from source

location– Directional microphones– Phased arraysPotential to trade off computational requirements

and specialized equipment

Much existing research to be exploited

Page 9: Virtualized Audio as a Distributed Interactive Application

9

Transducer BeamingTr

ansd

ucer Wave

L

L

L

LLL

Page 10: Virtualized Audio as a Distributed Interactive Application

10

Phased Arrays of Transducers

L

Tran

sduc

er

Tran

sduc

er

Transd

ucer

Transd

ucer

Transd

ucer

Transd

ucer

Transd

ucer

Transd

ucer

Transd

ucer

L

Phased Array Physical Equivalent

Page 11: Virtualized Audio as a Distributed Interactive Application

11

The Forward Problem - Auralization

AuralizationAlgorithms

sound source positions

room geometry/properties

sound source signals

Listener positions

Listener signals

Listener wearing Headphones (or HSS scheme)•In general, all inputs are a function of time

•Auralization must proceed in real-time

Page 12: Virtualized Audio as a Distributed Interactive Application

12

Ray-based Approaches To Auralization

• For each sound source, cast some number of rays, then collect rays that intersect listener positions– Geometrical simplification for rectangular spaces

and specular reflections• Problems

– Non-specular reflections requires exponential growth in number of rays to simulate

– Most interesting spaces are not rectangular

Page 13: Virtualized Audio as a Distributed Interactive Application

13

Wave Propagation Approach

• Captures all properties except absorption

• absorption adds 1st partial terms

2p/2t = 2p/2x + 2p/2y + 2p/2z

Page 14: Virtualized Audio as a Distributed Interactive Application

14

Method of Finite Differences• Replace differentials with differences• Solve on a regular grid• Simple stencil computation (2D Ex. in Fx)• Do it really fast

pdo i=2,Y-1 pdo j=2,X-1 workarray(m0,j,i) = (.99) * ( $ R*temparray(j+1,i) $ + 2.0*(1-2.0*R)*temparray(j,i) $ + R*temparray(j-1,i) $ + R*temparray(j,i+1) $ + R*temparray(j,i-1) $ - workarray(m1,j,i) ) endpdo endpdo

Page 15: Virtualized Audio as a Distributed Interactive Application

15

How Fast is Really Fast?• O(xyz(kf)4 / c3) stencil operations per second

are necessary– f=maximum frequency to be resolved– x,y,z=dimensions of simulated space– k=grid points per wavelength (2..10 typical)– c=speed of sound in medium

• for air, k=2, f=20 KHz, x=y=z=4m, need to perform 4.1 x 1012 stencil operations per second (~30 FP operations each)

Page 16: Virtualized Audio as a Distributed Interactive Application

16

LTI Simplification• Consider the system as LTI - Linear and Time-

Invariant• We can characterize an LTI system by its

impulse response h(t)• In particular, for this system there is an impulse

response from each sound source i to each listener j: h(i,j,t)

• Then for sound sources si (t), the output mj(t) listener j hears is mj (t) = ih(i,j,t) * si(t), where * is the convolution operator

Page 17: Virtualized Audio as a Distributed Interactive Application

17

LTI Complications• Note that h(i,j) must be recomputed whenever

space properties or signal source positions change

• The system is not really LTI– Moving sound source - no Doppler effect

• Provided sound source and listener movements, and space property changes are slow, approximation should be close, though.

• Possible “virtual source” extension

Page 18: Virtualized Audio as a Distributed Interactive Application

18

Where do h(i,j,t)’s come from?

• Instead of using input signals as boundary conditions to wave propagation simulation, use impulses (Dirac deltas)

• Only run simulation when an h(i,j,t) needs to be recomputed due to movement or change in space properties.

Page 19: Virtualized Audio as a Distributed Interactive Application

19

Exploiting a Remote Supercomputer or the Grid

Headphones

HRTF

Room Filter (source 1)

Room Filter(source 2)

Stream from Source 1

Stream from Source 2

Finite Difference Simulation of

Wave Equation

Room Model

Impulse Response

FIR/IIR FilterEstimation

Source andListener Positions

Client Workstation

Remote Supercomputer

or the Grid

Page 20: Virtualized Audio as a Distributed Interactive Application

20

Interactivity in the Forward Problem

AuralizationAlgorithms

Listener positions

Listener signals

Listener wearing headphones

sound source positions

room geometry/properties

sound source signals

Page 21: Virtualized Audio as a Distributed Interactive Application

21

Full Example of Virtualized Audio

Human Space Microphones

RecoveryAlgorithms

microphonesignals

microphonepositions

“Reverse Problem”

sound source positions

room geometryand properties

sound source signals

other inputs

Human Space Microphones

RecoveryAlgorithms

microphonesignals

microphonepositions

“Reverse Problem”

sound source positions

room geometryand properties

sound source signals

other inputs

Human Space Microphones

RecoveryAlgorithms

microphonesignals

microphonepositions

“Reverse Problem”

sound source positions

room geometryand properties

sound source signals

other inputs

Com

bine

AuralizationAlgorithmsroom geometry/properties

sound source signals

sound source positions

Page 22: Virtualized Audio as a Distributed Interactive Application

22

VA as a Distributed Interactive Application

• Disparate resource requirements– Low latency audio input/output– Massive computation requirements

• Low latency control loop with human in the loop• Response time must be bounded• Adaptation mechanisms

– Choice between full simulation and LTI simplification• number of listeners

– Frequency limiting versus delay– Truncation of impulse responses– Spatial resolution of impulse response functions

Page 23: Virtualized Audio as a Distributed Interactive Application

23

Conclusion• We can and should do better than the

current state of audio• Lots of existing research to exploit

– The basis of virtualized audio• Trade off computation and specialized

hardware• VA is a distributed interactive application

VA forward problem currently being implemented at Northwestern