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authorDavid Runge <dave@sleepmap.de>2017-07-03 20:26:15 +0200
committerDavid Runge <dave@sleepmap.de>2017-07-03 20:26:15 +0200
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thesis/thesis.tex: Elaborating further on wfs subsection. Adding phantom section for references in toc.
-rw-r--r--thesis/thesis.tex34
1 files changed, 24 insertions, 10 deletions
diff --git a/thesis/thesis.tex b/thesis/thesis.tex
index 1fe2ac5..62bbc07 100644
--- a/thesis/thesis.tex
+++ b/thesis/thesis.tex
@@ -327,15 +327,25 @@ parskip=never]{paper}
\subsubsection{Wave Field Synthesis}
\label{subsubsec:wavefieldsynthesis}
- \gls{wfs} describes a spatial technique for rendering audio. As such it
- aims at synthesizing a sound field of desired acoustic preference in a
- given listening area, assuming a planar reproduction to be most
- suitable for most applications.\\
- \gls{wfs} is typically implemented using a circular, rectangular or
- linear loudspeaker array surrounding or fronting the listening area.\\
- Several free and open-source renderer applications exist for \gls{wfs}
- environments, with varying stages of feature richness.\\
-
+ \gls{wfs} is a spatial audio rendering technique, which is based on the
+ Huygens-Fresnel principle. It states that any wave front can be
+ synthesized by the superposition of elementary spherical waves.\\
+ Setups mainly focus on horizontal, preferably spatially discrete,
+ speaker arrays of rectangular or circular shape, as the human hearing
+ is most capable to localize acoustic sources in this this plane.\\
+ According to \citep{HagenWierstorf1899}, localization is accurately and
+ evenly distributed in the listening area with loudspeaker spacings of
+ up to 40cm.\\
+ Although \gls{wfs} does not suffer from a pronounced sweet spot and
+ spatial aliasing is distributed over a relatively large listening area,
+ compared to e.g.\ \gls{nfc-hoa}, the spatial sampling artifacts may
+ still be perceived as coloration of the sound field, which can be
+ improved by prefiltering especially high-frequency content
+ \citep{HelmutWittek1900}.\\
+ Due to the relatively high amount of loudspeakers (and thereby
+ computing power to calculate as many audio channels) needed for a
+ medium to large-scale setup, \gls{wfs} is not yet very widely
+ distributed.
\subsection{sWONDER}
\label{subsec:swonder}
@@ -424,7 +434,9 @@ parskip=never]{paper}
The \gls{ssr}, written in C++, is a multi-purpose spatial audio renderer,
that runs on Linux and MacOSX\@. Based on its underlying \gls{apf}
\citep{MatthiasGeierTorbenHohn1890}, it is able to use \gls{bs},
- \gls{brs}, \gls{aap}, \gls{wfs}, \gls{hoa} and \gls{vbap}.\\
+ \gls{brs}, \gls{aap}, \gls{wfs}, \gls{nfc-hoa} and \gls{vbap}. However,
+ all rendering algorithms with potentially orthogonal sound fields, are
+ currently only available in 2D \citep{MatthiasGeier1888}.\\
It can be used with a \gls{qt4} based \gls{gui} or headless (without
one), depicting the virtual sources, their volumes and positions. If a
loudspeaker based renderer is chosen, the \gls{gui} also illustrates
@@ -1816,6 +1828,8 @@ ssr-aap -N “server” -C “127.0.0.1:50002”
\cleardoublepage
\appendix
\cleardoublepage
+ \phantomsection
+ \addcontentsline{toc}{section}{References}
\bibliographystyle{plainnat}
\bibliography{../bib/ssr-networking}
\end{document}