Dynamic late reverberation rendering using the common-slope model

Georg Götz*, Teodors Kerimovs, Sebastian J. Schlecht, Ville Pulkki

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsScientificpeer-review

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Abstract

Late reverberation rendering in video games and virtual reality applications can be challenging due to limited computational resources. Typical scenes feature complex geometries with multiple coupled rooms or non-uniform absorption. Additionally, the audio engine must continuously adapt to the player’s movements and the sound sources in the scene. This paper proposes a dynamic rendering system for anisotropic and inhomogeneous late reverberation. It is based on the common-slope model and uses a set of exponentially decaying reverberators that are weighted with position-, direction-, and frequency-dependent gains. We evaluate the system in a scene consisting of three coupled rooms, where we illustrate the reverberator gains for multiple octave bands. The proposed method allows real-time rendering of the spatial late reverberation while using a small number of artificial reverberators.

Original languageEnglish
Title of host publication2024 6th International Conference on Audio for Games
PublisherCurran Associates Inc.
Pages41-48
Number of pages8
ISBN (Electronic)978-1-7138-9714-9
Publication statusPublished - 6 Apr 2024
MoE publication typeA4 Conference publication
EventAES International Conference on Audio for Games - Tokyo, Japan
Duration: 27 Apr 202429 Apr 2024
Conference number: 6

Publication series

Name2024 6th International Conference on Audio for Games

Conference

ConferenceAES International Conference on Audio for Games
Country/TerritoryJapan
CityTokyo
Period27/04/202429/04/2024

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