An investigation into the application of Distributed Endpoint Processing to 3D Immersive Audio Rendering
- Authors: Devonport, Robin Sean
- Date: 2020
- Subjects: Electronic data processing Distributed processing , Audio over IP , Sound Recording and reproducing Digital techniques , Surround-sound systems
- Language: English
- Type: thesis , text , Masters , MSc
- Identifier: http://hdl.handle.net/10962/163258 , vital:41022
- Description: 3D immersive audio rendering systems use algorithms that accurately render the perceived location of an audio source within a space using multiple sets of loudspeakers. The algorithms used by these renderers can become very processor intensive as the number of tracks and loudspeakers being used increases. The ImmerGo spatial audio system provides a solution to this by using distributed endpoint processing. ImmerGo uses a client-server architecture that controls multiple smaller endpoints distributed on an Ethernet Audio Video Bridging (AVB) network. Each endpoint contains an audio mixer which is dedicated to mixing audio to a smaller subset of speakers according to commands from ImmerGo. The ImmerGo system performs its rendering calculations within the host computer and then mixes the audio at each endpoint. The work in this thesis identified that the processing load put on the host computer due to these calculations may be mitigated by offloading the rendering algorithm calculations to the endpoints as well. In order to prove this for a number of different algorithms, the ImmerGo system was modified to include three new algorithms as well as the one it currently uses. Each algorithm then had its processing offloaded to the endpoints at three successive steps of distribution. Tests were performed to determine the limitations of each step, and how the host processor and endpoint processors were affected by distributing the calculations. Listening tests were also performed to ensure that each newly introduced algorithm was implemented correctly. , Thesis (MSc)--Rhodes University, Faculty of Science, Computer Science, 2020.
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- Authors: Devonport, Robin Sean
- Date: 2020
- Subjects: Electronic data processing Distributed processing , Audio over IP , Sound Recording and reproducing Digital techniques , Surround-sound systems
- Language: English
- Type: thesis , text , Masters , MSc
- Identifier: http://hdl.handle.net/10962/163258 , vital:41022
- Description: 3D immersive audio rendering systems use algorithms that accurately render the perceived location of an audio source within a space using multiple sets of loudspeakers. The algorithms used by these renderers can become very processor intensive as the number of tracks and loudspeakers being used increases. The ImmerGo spatial audio system provides a solution to this by using distributed endpoint processing. ImmerGo uses a client-server architecture that controls multiple smaller endpoints distributed on an Ethernet Audio Video Bridging (AVB) network. Each endpoint contains an audio mixer which is dedicated to mixing audio to a smaller subset of speakers according to commands from ImmerGo. The ImmerGo system performs its rendering calculations within the host computer and then mixes the audio at each endpoint. The work in this thesis identified that the processing load put on the host computer due to these calculations may be mitigated by offloading the rendering algorithm calculations to the endpoints as well. In order to prove this for a number of different algorithms, the ImmerGo system was modified to include three new algorithms as well as the one it currently uses. Each algorithm then had its processing offloaded to the endpoints at three successive steps of distribution. Tests were performed to determine the limitations of each step, and how the host processor and endpoint processors were affected by distributing the calculations. Listening tests were also performed to ensure that each newly introduced algorithm was implemented correctly. , Thesis (MSc)--Rhodes University, Faculty of Science, Computer Science, 2020.
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Determination of speaker configuration for an immersive audio content creation system
- Authors: Lebusa, Motebang
- Date: 2020
- Subjects: Loudspeakers , Surround-sound systems , Algorithms , Coordinates
- Language: English
- Type: Academic theses , Master's theses , text
- Identifier: http://hdl.handle.net/10962/163375 , vital:41034
- Description: Various spatialisation algorithms require the knowledge of speaker locations to accurately localise sound in 3D environments. The rendering process uses speaker coordinates to feed into their algorithms so that they can render the immersive audio content as intended by an artist. The need to measure the loudspeaker coordinates becomes necessary, especially in environments where the speaker layouts change frequently. Manually measuring the coordinates, however, tends to be a laborious task that is prone to errors. This research provides an automated solution to the problem of speaker coordinates measurement. The solution system, SDIAS, is a client-server system that uses the capabilities provided by the Ethernet Audio Video Bridging standard to measure the 3D loudspeaker coordinates for immersive sound systems. SDIAS deploys commodity hardware and readily available software to implement the solution. A server sends a short tone to each speaker in the speaker configuration, at equal intervals. A microphone attached to a mobile device picks up these transmitted tones on the client side, from different locations. The transmission and reception times from both components of the system are used to measure the time of flight for each tone sent to a loudspeaker. These are then used to determine the 3D coordinates of each loudspeaker in the available layout. Tests were performed to determine the accuracy of the determination algorithm for SDIAS, and were compared to the manually measured coordinates. , Thesis (MSc) -- Faculty of Science, Computer Science, 2020
- Full Text:
- Authors: Lebusa, Motebang
- Date: 2020
- Subjects: Loudspeakers , Surround-sound systems , Algorithms , Coordinates
- Language: English
- Type: Academic theses , Master's theses , text
- Identifier: http://hdl.handle.net/10962/163375 , vital:41034
- Description: Various spatialisation algorithms require the knowledge of speaker locations to accurately localise sound in 3D environments. The rendering process uses speaker coordinates to feed into their algorithms so that they can render the immersive audio content as intended by an artist. The need to measure the loudspeaker coordinates becomes necessary, especially in environments where the speaker layouts change frequently. Manually measuring the coordinates, however, tends to be a laborious task that is prone to errors. This research provides an automated solution to the problem of speaker coordinates measurement. The solution system, SDIAS, is a client-server system that uses the capabilities provided by the Ethernet Audio Video Bridging standard to measure the 3D loudspeaker coordinates for immersive sound systems. SDIAS deploys commodity hardware and readily available software to implement the solution. A server sends a short tone to each speaker in the speaker configuration, at equal intervals. A microphone attached to a mobile device picks up these transmitted tones on the client side, from different locations. The transmission and reception times from both components of the system are used to measure the time of flight for each tone sent to a loudspeaker. These are then used to determine the 3D coordinates of each loudspeaker in the available layout. Tests were performed to determine the accuracy of the determination algorithm for SDIAS, and were compared to the manually measured coordinates. , Thesis (MSc) -- Faculty of Science, Computer Science, 2020
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