用GPU加速高混响空间的实时声音还原,降低延迟提升交互体验。
Accelerated Interactive Auralization of Highly Reverberant Spaces using Graphics Hardware
- 基于GPU实现多通道扬声器的实时声学合成,加速长混响滤波计算。
- 相比传统CPU,GPU方案将延迟显著降低,实现真正实时交互。
- 集成声反馈消除,适合虚拟声学空间探索与沉浸式应用。
交互式声学听觉化使用户能够实时探索虚拟声学环境,重现已不可达、声学特性改变或难以访问的音乐厅或历史礼拜空间(HWS)。交互式声学合成需要实时卷积输入信号与模拟空间-时间声学响应的合成滤波器。音乐会厅和HWS的声学特征为长混响时间,导致合成滤波器包含大量滤波抽头,使卷积过程计算量大,引入显著延迟,限制了听觉化系统的实时交互性。本文提出一种基于GPU加速的实时多通道扬声器听觉化系统,可高效合成高度混响空间的声学效果。对比传统基于CPU的卷积与基于GPU的卷积,后者在显著降低延迟的同时实现真正的实时性能。此外,系统在GPU上集成声学合成与声反馈消除,构建统一的扬声器基听觉化框架,最大限度减少处理延迟。
原文摘要 · Abstract (English)
Interactive acoustic auralization allows users to explore virtual acoustic environments in real-time, enabling the acoustic recreation of concert hall or Historical Worship Spaces (HWS) that are either no longer accessible, acoustically altered, or impractical to visit. Interactive acoustic synthesis requires real-time convolution of input signals with a set of synthesis filters that model the space-time acoustic response of the space. The acoustics in concert halls and HWS are both characterized by a long reverberation time, resulting in synthesis filters containing many filter taps. As a result, the convolution process can be computationally demanding, introducing significant latency that limits the real-time interactivity of the auralization system. In this paper, the implementation of a real-time multichannel loudspeaker-based auralization system is presented. This system is capable of synthesizing the acoustics of highly reverberant spaces in real-time using GPU-acceleration. A comparison between traditional CPU-based convolution and GPU-accelerated convolution is presented, showing that the latter can achieve real-time performance with significantly lower latency. Additionally, the system integrates acoustic synthesis with acoustic feedback cancellation on the GPU, creating a unified loudspeaker-based auralization framework that minimizes processing latency.
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