Spatial resolution of late reverberation in virtual acoustic environments
Christoph Kirsch, Josef Poppitz, Torben Wendt, Steven van de Par,, Stephan D. Ewert

TL;DR
This study investigates how reducing the spatial resolution of late reverberation in virtual environments affects perceptual accuracy, finding that 12 to 24 sources are needed for realistic sound field simulation.
Contribution
It identifies the minimum number of virtual reverberation sources needed to perceptually and technically approximate high-resolution diffuse sound fields in virtual acoustics.
Findings
12 to 24 reverberation sources are required for perceptual approximation.
Reducing spatial resolution affects the coherence of the sound field.
Number of sources influences the realism of virtual acoustic environments.
Abstract
Late reverberation involves the superposition of many sound reflections resulting in a diffuse sound field. Since the spatially resolved perception of individual diffuse reflections is impossible, simplifications can potentially be made for modelling late reverberation in room acoustics simulations with reduced spatial resolution. Such simplifications are desired for interactive, real-time virtual acoustic environments with applications in hearing research and for the evaluation of hearing supportive devices. In this context, the number and spatial arrangement of loudspeakers used for playback additionally affect spatial resolution. The current study assessed the minimum number of spatially evenly distributed virtual late reverberation sources required to perceptually approximate spatially highly resolved isotropic and anisotropic late reverberation and to technically approximate a…
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Taxonomy
TopicsHearing Loss and Rehabilitation · Noise Effects and Management · Speech and Audio Processing
