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author | David Runge <dave@sleepmap.de> | 2017-07-03 20:26:15 +0200 |
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committer | David Runge <dave@sleepmap.de> | 2017-07-03 20:26:15 +0200 |
commit | fe20e9b04de06f5e06380fa20d9226399ebd5580 (patch) | |
tree | 795f360b35ebb4ee5985e93eed607aa54295a1bf /thesis | |
parent | 2be19a1692fbae1ccff6bc36840e08ace2357c1c (diff) | |
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thesis/thesis.tex: Elaborating further on wfs subsection. Adding phantom section for references in toc.
Diffstat (limited to 'thesis')
-rw-r--r-- | thesis/thesis.tex | 34 |
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} |