The results were obtained by Boundary Element Method (BEM) simulation of the HRTF using the open-source mesh2hrtf software . This comparison highlights potential effects of ITD/ILD mismatch, especially if they occur near the interaural axis where they can affect distance perception. 4.1 shows how ITD and ILD vary as a function of both distance (1.5–10 m) and azimuth. In order to better understand these localisation cues, Fig. The ILD and ITD as a function of source position are determined principally by the size and shape of the head, as well as the position of the ears on the two sides. Footnote 1 1.1 Localisation Cues and Their Individual Nature Their combined effects are represented by the Head-Related Transfer Function (HRTF), which characterises the spectro-temporal filtering of a locus of source positions around a given head. These cues are, namely, the ITD (interaural time difference), the ILD (interaural level difference) and spectral cues . Thus, binaural renderingof spatial information is fundamentally based on the production (either through recording or synthesis) of localisation cues that are the consequence of the incident sound upon the listener’s torso, head, and ears on the way to the ear canal, and subsequently to the eardrums. These two signals should be a complete and sufficient representation of the sound scene, since they are the only information that the auditory system requires in order to identify the 3D location of a sound source. It attempts to mimic the entirety of acoustic cues associated with the human localisation of sounds, reproducing the corresponding acoustic pressure signal at the entrance of the two ear canals of the listener (binaural literally means “related to two ears”). Finally, the potential of these two approaches are discussed, considering their combined use in a practical context, as well as introducing a few open challenges for future research.īinaural technology is the solution for sound spatialisation which is the closest to real-life listening. Similarly, the process of HRTF accommodation is detailed, with a case study employed as an example. State-of-the-art HRTF modelling and selection methods are presented, looking at various approaches and at how these have been evaluated. The chapter then moves to more complex concepts and processes, such as HRTF selection (system-to-user adaptation) and HRTF accommodation (user-to-system adaptation). We start with an overview of the basic mechanisms of human sound source localisation, introducing expressions such as localisation cues and interaural differences, and the concept of the Head-Related Transfer Function (HRTF), which is the basis of most 3D spatialisation systems in VR. headphone-based three-dimensional audio rendering and associated spatial hearing aspects), considering first the adaptation of the rendering system to the acoustic and perceptual properties of the user, and second the adaptation of the user to the rendering quality of the system. This chapter concerns concepts of adaption in a binaural audio context (i.e.
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