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authorDavid Runge <dave@sleepmap.de>2017-07-03 22:33:49 +0200
committerDavid Runge <dave@sleepmap.de>2017-07-03 22:33:49 +0200
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thesis/thesis.tex: First take on introduction. Expanding info on hrir/brir usage. Fixing line break.
-rw-r--r--thesis/thesis.tex48
1 files changed, 43 insertions, 5 deletions
diff --git a/thesis/thesis.tex b/thesis/thesis.tex
index 62bbc07..b39d837 100644
--- a/thesis/thesis.tex
+++ b/thesis/thesis.tex
@@ -229,14 +229,50 @@ parskip=never]{paper}
\pagestyle{headings}
\setcounter{page}{1}
\pagenumbering{arabic}
- \renewcommand{\theFancyVerbLine}{\textcolor{gray}{\scriptsize\arabic{FancyVerbLine}}}
+ \renewcommand{\theFancyVerbLine}
+ {\textcolor{gray}{\scriptsize\arabic{FancyVerbLine}}}
\RecustomVerbatimEnvironment{Verbatim}{Verbatim}{xleftmargin=5mm}
\section{Introduction}
\label{sec:introduction}
-
-
- \cleardoublepage
+ From the early days of stereo audio reproduction onwards, different kinds
+ of spatial audio reproduction techniques have been developed and
+ established, bridging the gap between plain stereophony and massive
+ three-dimensional, multi-channel setups.
+ Their applications range from research to artistic and conventionally
+ commercial fields, such as (home) cinema.\\
+
+ With the rise of dynamic two and three-dimensional rendering algorithms
+ (see~\ref{subsec:spatialaudiorenderingalgorithms}), the need for
+ specialized software, implementing them, grew. Opposed to encoding of
+ spatial information of sources in only two channels - static in the case of
+ commercially produced audio for radio and film - encoding for massive multi
+ loudspeaker systems would not be feasible, when done statically, or not
+ applicable in the case of dynamic setups, reacting to user input in
+ realtime.\\
+
+ Generally, software can be divided into two groups: That, which is
+ developed freely and open-source (see~\ref{subsec:whyfreesoftwarematters})
+ and that, which is developed non-free, also known as closed-source. Both
+ types are usually covered by a license, explicitely describing the rights
+ of its end-user. In scientific research, free software is usually
+ preferred, due to its ease of reproducability (the sources can be
+ retrieved, modified and used, free of charge).\\
+
+ Spatial audio rendering software exists for different \glspl{OS}, in
+ several stages of completeness and feature richness, while covered by free
+ and non-free licenses. The following work will focus on free software, used
+ in scientific research and artistic contexts. Several spatial audio
+ renderers, currently in use, were evaluated and compared, of which one was
+ chosen for extension.\\
+
+ The \gls{ssr} is a multi-purpose spatial audio renderer, developed at
+ Technical University of Berlin. To improve its usability and networking
+ capabilities, a new networking extension was developed, facilitating a
+ \gls{osc} based messaging system, that incorporates features for
+ distributed processing in massive multi-loudspeaker setups.\\
+
+ \cleardoublepage
\section{Free and open-source spatial audio renderers}
\label{sec:freespatialaudiorenderers}
To date there exist five (known of) free and open-source spatial audio
@@ -288,7 +324,9 @@ parskip=never]{paper}
This way, recordings from real rooms can be reproduced authentically.\\
\glspl{hrir} and \glspl{brir} are by default applied seperately for
each ear, therefore, if a resolution of 1\textdegree~is desired, it
- can only be achieved by a set of 720 impulse responses.
+ can be achieved by a set of 720 impulse responses, that are applied to
+ the source with the help of a head tracker, measuring the azimuth of
+ the listener towards it.
\subsubsection{(Higher Order) Ambisonics Amplitude Panning and
Near-field-compensated Higher Order Ambisonics}