In This Section
Audibility of a CD-Standard A/DA/A Loop Inserted into High-Resolution Audio Playback - September 2007
Sound Board: Food for Thought, Aesthetics in Orchestra Recording - April 2015
Reflecting on Reflections - June 2014
AES Journal Forum
Headphone-Based Virtual Spatialization of Sound with a GPU Accelerator
This paper describes the design of a binaural headphone-based multisource spatial-audio application using a Graphical Processing Unit (GPU) as the compute engine. It is a highly parallel programmable coprocessor that provides massive computation power when the algorithm is properly parallelized. To render a sound source at a specific location, audio samples must be convolved with Head Related Impulse Responses (HRIR) filters for that location. A data base of HRIR at fixed spatial positions is used. Solutions have been developed to handle two problems: synthesizing sound sources positions that are not in the HRIR database, and virtualizing the movement of the sound sources between different positions. The GPU is particularly appropriate for simultaneously executing multiple convolutions without overloading the main CPU. The results show that the proposed application is able to handle up to 240 sources simultaneously when all sources are moving.
No AES members have commented on this paper yet.
Subscribe to this discussion
Start a discussion!
If you are not yet an AES member and have something important to say about this paper then we urge you to join the AES today and make your voice heard. You can join online today by clicking here.