From 80352fb4bb71a52443883a5d025f531e3132f5a2 Mon Sep 17 00:00:00 2001 From: David Runge Date: Mon, 3 Jul 2017 22:33:49 +0200 Subject: thesis/thesis.tex: First take on introduction. Expanding info on hrir/brir usage. Fixing line break. --- thesis/thesis.tex | 48 +++++++++++++++++++++++++++++++++++++++++++----- 1 file 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} -- cgit v1.2.3-54-g00ecf