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This project aims to intersect the worlds of virtual acoustic auralisation and virtual reality, creating a new way of demonstrating room acoustic environments with maximal visual and auditory impact in a user friendly fashion via YouTube’s new spatial audio platform, before utilising them in real time auralisation applications. Various venues will...
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This project aimed to investigate the correlation between virtual reality (VR) imagery and ambisonic sound. With the increasing popularity of VR applications, understanding how sound is perceived in virtual environments is crucial for enhancing the immersiveness of the experience. In the experiment, participants were immersed in a virtual environme...
Citations
... This is an important property of HOA: the number of virtual channels in the soundfield is only dependent on the order and not on the physical number of sources that have been encoded into the field. As a result, HOA is a popular format for XR, as it can encode tens or even hundreds of sound sources without any increase in soundfield complexity [69]. ...
As the need for specialization increases and architectures become increasingly domain-specific, it is important for architects to understand the requirements of emerging application domains. Augmented and virtual reality (AR/VR) or extended reality (XR) is one such important domain. This paper presents a generic XR workflow and the first benchmark suite, ILLIXR (Illinois Extended Reality Benchmark Suite), that represents key computations from this workflow. Our analysis shows a large number of interesting implications for architects, including demanding performance, thermal, and energy requirements and a large diversity of critical tasks such that an accelerator per task is likely to overshoot area constraints. ILLIXR and our analysis have the potential to propel new directions in architecture research in general, and impact XR in particular. ILLIXR is open-source and available at https://illixr.github.io