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Titlebook: Auralization; Fundamentals of Acou Michael Vorl?nder Book 2020Latest edition Springer Nature Switzerland AG 2020 Acoustics.Auralization.Aco

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41#
發(fā)表于 2025-3-28 15:46:32 | 只看該作者
https://doi.org/10.1007/978-1-4939-7280-7uter simulation. By adding the effects of the environment to the dry sound, we imprint the specific sound character the specific environment into the source. The classical mathematical tool to achieve this is convolution. It can be implemented in brute-force algorithms or in block processing based o
42#
發(fā)表于 2025-3-28 22:28:14 | 只看該作者
https://doi.org/10.1007/978-1-4939-7280-7ynthesis or other spatial audio formats, and after having characterized the sources, we will now focus on the second key component of auralization. We consider the excitation signal as known and ready for convolution. Now, the propagation functions for sound and vibration must be measured or modelle
43#
發(fā)表于 2025-3-29 01:26:47 | 只看該作者
Grasiella A. Andriani,Cristina Montagnacy. It will be shown that pure specular models (image models) are not capable of simulating room sound fields sufficiently accurate. But combinations of models of image sources and statistical models such as Ray Tracing and radiosity will allow a simulation with acceptable plausibility. Hybrid model
44#
發(fā)表于 2025-3-29 05:58:03 | 只看該作者
45#
發(fā)表于 2025-3-29 10:05:24 | 只看該作者
Grasiella A. Andriani,Cristina Montagnaalls and complete buildings will be discussed in this chapter. This concerns the field of classical building acoustics as part of architectural acoustics. A typical example dealt with by building acoustics is the problem of sound transmitted into a so-called receiving room from the room next door (s
46#
發(fā)表于 2025-3-29 15:16:19 | 只看該作者
Gwendolyn E. Kaeser,Jerold Chunforces. The source, therefore, has to be characterized by its force output or by its velocity injected into the medium. With the velocity in the structure being known, transmission and radiation of sound to a receiver can be considered a solved problem. The first example to illustrate this kind of m
47#
發(fā)表于 2025-3-29 19:23:29 | 只看該作者
48#
發(fā)表于 2025-3-29 22:36:56 | 只看該作者
https://doi.org/10.1007/978-3-319-63170-7t of several sensory inputs in real time and the interaction with the person who is embedded in the virtual environment. In order to achieve a real-time performance, specific runtime conditions must be taken into account in order to stay within acceptable limits for latency and update rates. For the
49#
發(fā)表于 2025-3-30 01:32:42 | 只看該作者
50#
發(fā)表于 2025-3-30 05:47:05 | 只看該作者
Lisenka E. L. M. Vissers,Pawe? Stankiewiczomputer interface. Most VR systems were initially developed for 3D vision. In order to achieve the presence and immersion of the user, VR is not complete without the acoustic and haptic dimensions (and more). The driving forces for establishing VR applications are task-specific interaction scenarios
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