Download Room Impulse Response Estimation Using Signed Distance Functions There are several algorithms and approaches to Room
Impulse Response (RIR) estimation. To the best of the author’s
knowledge, there is no documentation of accuracy, speed, or
even the feasibility of using signed distance functions (SDFs) in
combination with sphere tracing for this task. A proof of concept
with a focus on real-time performance is presented here, which
still lacks many features such as frequency-dependent absorption
and scattering coefficients, arbitrary source and receiver directives
etc. The results are then compared to real room impulse responses
and to a different simulation algorithm. Also, the rather special
merits of such an approach, such as 4D reverberation and simple
rounding of geometry, are briefly discussed and presented.
Download Blind Arbitrary Reverb Matching Reverb provides psychoacoustic cues that convey information concerning relative locations within an acoustical space. The need
arises often in audio production to impart an acoustic context on an
audio track that resembles a reference track. One tool for making
audio tracks appear to be recorded in the same space is by applying
reverb to a dry track that is similar to the reverb in a wet one. This
paper presents a model for the task of “reverb matching,” where
we attempt to automatically add artificial reverb to a track, making
it sound like it was recorded in the same space as a reference track.
We propose a model architecture for performing reverb matching
and provide subjective experimental results suggesting that the reverb matching model can perform as well as a human. We also
provide open source software for generating training data using an
arbitrary Virtual Studio Technology plug-in.
Download GPGPU Patterns for Serial and Parallel Audio Effects Modern commodity GPUs offer high numerical throughput per
unit of cost, but often sit idle during audio workstation tasks. Various researches in the field have shown that GPUs excel at tasks
such as Finite-Difference Time-Domain simulation and wavefield
synthesis. Concrete implementations of several such projects are
available for use.
Benchmarks and use cases generally concentrate on running
one project on a GPU. Running multiple such projects simultaneously is less common, and reduces throughput. In this work
we list some concerns when running multiple heterogeneous tasks
on the GPU. We apply optimization strategies detailed in developer documentation and commercial CUDA literature, and show
results through the lens of real-time audio tasks. We benchmark
the cases of (i) a homogeneous effect chain made of previously
separate effects, and (ii) a synthesizer with distinct, parallelizable
sound generators.