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Individualized  HRTFs  for  playing  VR  videos with  Ambisonics  spatial  audio  on  HMDs

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Vive  Cinema  (PC  solution)

Open-­‐source

Multi-­‐HMDs  (HTC  Vive,  Oculus   Rift,  Samsung  Odyssey)

Up  to  3rd order  Ambisonics

Current audio/video head-­‐mounted rendering systems for virtual and augmented reality rely on a binaural approach combined with Ambisonics technology. These head-­‐tracking systems employ generic HRTFs commonly measured with a dummy head in anechoic room.

Here, we describe a new solution designed to play 360 video with spatial audio, developed for PC and standalone platforms and built from existing open source software.

The developed tools can load HRTF sets from a standard audio file chosen in an existing database or from an ad-­‐

hoc measurement. The capability to switch HRTF sets while playing files has been added.

The experimental measurements were carried out at Casa della Musica, Parma (Italy), in an Ambisonics Room equipped with:

§ 16 “Turbosound Impact 50” loudspeakers arranged in a 4-­‐8-­‐4 configuration

§ 2 studio monitors “Genelec S30D” employed as subwoofers (50-­‐120 Hz)

Loudspeakers have been pre-­‐equalized with the Kirkeby inversion method, for flattening the spectrum and aligning the phase in the measurement position.

The test signal (Exponential Sine Sweep of 10s), played sequentially by each loudspeaker, is overlapped by a factor 0.8, so the total measurement time is just 42s.

E QUIPMENT

M.  Binelli

1

,  D.  Pinardi

1

,  T.  Nili

2

and  A.  Farina

1

1 University  of  Parma,  Department  of  Engineering  and  Architecture  (Parco  Area  delle Scienze 181/A,  43124  Parma,  Italy)  – 2  ASK  Industries  S.p.A.  (Via  Togliatti  46/A,  42020  Montecavolo,  Italy  )

Individualized  HRTFs  for  playing  VR  videos with  Ambisonics  spatial  audio  on  HMDs  

A BSTRACT F AST HRTF   MEASUREMENT

Unity3D  (standalone  solution)

Easy-­‐to-­‐start

Well  supported  by  community

Multi-­‐target  (Facebook  Oculus   Go,  Samsung  Gear  VR,  etc.)

Limited  to  1st order Ambisonics

Cannot extract audio  from  a   video  container

C ONTACTS

Neumann  KU100

Worldwide  reference  dummy  

headHigh-­‐quality,  pre-­‐eq microphones

Not  really  In-­‐Ear  microphones,   impeding  to  equalize  with  in-­‐

ear  headphones

Angelo  Farina,  Professor

e-­‐mail:  angelo.farina@unipr.it Marco  Binelli,  Ph.D.

e-­‐mail:  marco.binelli@unipr.it Download  link

http://www.angelofarina.it/Public/ViveCinema

JVCKENWOOD  EXOFIELD®

In-­‐ear  microphones

Currently  best  solution  for   individualized  HRTFs  

measurement

Google  Resonance  Audio   (standalone  solution)

Open-­‐source

Multi-­‐environment  (Unity,   Unreal  Engine  and  others)

Ready  for  3rd order  Ambisonics

This work was supported by the Italian Ministry of Economic Development (MISE), FUND FOR THE SUSTAINABLE GROWTH (F.C.S) under grant agreement (CUP) B48I15000130008, project VASM (“Vehicle Active Sound Management”).

The authors want to express their profound gratitude to JVCKENWOOD Corporation for making available the EXOFIELD® technology, which allowed to measure quickly and reliably human HRTFs and to perform accurate, individualized headphones equalization.

Special thanks to Hisako Shinbara, JVCKENWOOD Corporation, Tokyo, Japan.

Ambisonics  Room  at  Casa  della Musica,  Parma

Oculus  GO  (Android  based)

Good  quality  standalone  HMD

Possibility  to  use  external  high   quality  headphones

Cheap  and  portable

Android  limitations Samsung  Odyssey

Currently  top  quality  HMD

Expensive,  powerful  PC   required  (not  standalone)

Unsatisfactory,  not-­‐replaceable   headphones

The reference HRTF set has been measured with a Neumann KU100 dummy head; human HRTFs were measured wearing EXOFIELD® microphones.

H EADPHONES I NVERSE F ILTERS

For avoiding coloration due to transducers employed, an equalization procedure is mandatory. This is obtained placing the headphones over the head (either dummy or human, in this case wearing the EXOFIELD®

microphones). The impulse responses are measured with an exponential sine sweep and an inverse filter for each ear is generated by using the Kirkeby method.

This method allows to remove the effect both of the headphones and of the microphones, providing a great improvement, particularly with the integrated, low-­‐

quality headphones embedded with the HMD.

S IGNAL F LOW AND R ESULTS

The «Spherical2BinauralEqualized» (SH2BINeq) filters are stored in multichannel wav files and loaded by our software. They are obtained by convolving a decoding matrix (SH2SP) provided by an external Ambisonics decoder with the measured HRTF set (SP2BIN) and the headphone inverse filters.

Due to computational limits the suboptimal MID-­‐SIDE convolution has been kept for the standalone solution based on Resonance Audio engine and running on Gear VR and Oculus Go devices, due to the limited computational power available on these devices. This limitation will be removed in a future development.

The desktop solution based on VIVE Cinema has been recompiled with a TRUE-­‐STEREO convolution instead of the native solution, which is called MID-­‐SIDE convolution. The last is based on the assumption that HRTF are perfectly symmetrical, which in general is not true.

SH-­‐to-­‐mid convolution L/Rsymmetrical  

harmonics L/R  NOT  

symmetrical   harmonics

+ Left

-­‐ Right

All  harmonics

Left

Right

MID-­‐SIDE  

symmetrical

TRUE   STEREO

can  be  

asymmetrical

SH-­‐to-­‐left convolution

SH-­‐to-­‐side convolution

SH-­‐to-­‐right convolution

SH2SP  (N  x  M)   convolution

rotation                                   (head  tracking)

spherical  harmonics  signals

SP2BIN    (M  x  K)   convolution  

headphones   inverse  filter  

convolution

left/right  ear  signals

head  coordinates   from  HMD  sensors

SH2BINeq filters

N  spherical  harmonics

M  virtual  speaker  feeds

K  (2)  headphone  speakers

K  (2)  headphone    speakers N  spherical  harmonics

A CKNOWLEDGEMENTS

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