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Adaptive 3D Sound Systems focuses on creating multiple virtual
sound sources in 3D reverberant spaces using adaptive filters.
Adaptive algorithms are introduced and explained, including the
multiple-error filtered-x algorithm and the adjoint LMS algorithm.
The book covers the physical, psychoacoustical, and signal
processing aspects of adaptive and non-adaptive 3D sound systems.
Included is an introduction to spatial hearing, sound localization
and reverberation, frequency selectivity of the human auditory
system, the state of the art in HRTF-based 3D sound systems,
binaural synthesis, and loudspeaker displays. The adaptive approach
to HRTF-based 3D sound systems is examined in detail for the
general case of creating multiple virtual sound sources at the ears
of multiple listeners in a reverberant 3D space. The derived
solution can be applied to other applications, such as cross-talk
cancellation, loudspeakers and room equalization, concert hall
simulation, and active sound control. Several solutions for the
problem of moving listeners are introduced. Strategies for
enlarging the zones of equalization around the listeners' ears,
correct loudspeakers positioning, and using multiresolution filters
are proposed. Fast multiresolution spectral analysis using
non-uniform sampling is developed for implementation of
multiresolution filters. The well-focused topics, along with
implementation details for adaptive algorithms, make Adaptive 3D
Sound Systems suitable for multimedia applications programmers,
advanced level students, and researchers in audio and signal
processing.
Adaptive 3D Sound Systems focuses on creating multiple virtual
sound sources in 3D reverberant spaces using adaptive filters.
Adaptive algorithms are introduced and explained, including the
multiple-error filtered-x algorithm and the adjoint LMS algorithm.
The book covers the physical, psychoacoustical, and signal
processing aspects of adaptive and non-adaptive 3D sound systems.
Included is an introduction to spatial hearing, sound localization
and reverberation, frequency selectivity of the human auditory
system, the state of the art in HRTF-based 3D sound systems,
binaural synthesis, and loudspeaker displays. The adaptive approach
to HRTF-based 3D sound systems is examined in detail for the
general case of creating multiple virtual sound sources at the ears
of multiple listeners in a reverberant 3D space. The derived
solution can be applied to other applications, such as cross-talk
cancellation, loudspeakers and room equalization, concert hall
simulation, and active sound control. Several solutions for the
problem of moving listeners are introduced. Strategies for
enlarging the zones of equalization around the listeners' ears,
correct loudspeakers positioning, and using multiresolution filters
are proposed. Fast multiresolution spectral analysis using
non-uniform sampling is developed for implementation of
multiresolution filters. The well-focused topics, along with
implementation details for adaptive algorithms, make Adaptive 3D
Sound Systems suitable for multimedia applications programmers,
advanced level students, and researchers in audio and signal
processing.
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