Contrary to geometric acoustics-based simulations where the spatial information is available in a tangible form, it is not straightforward to auralize wave-based simulations. A variety of methods have been proposed that compute the ear signals of a virtual listener with known head-related transfer functions from sampling either the sound pressure or the particle velocity (or both) of the simulated sound field. The available perceptual evaluation results of such methods are not comprehensive so that it is unclear what number and arrangement of sampling points is required for achieving perceptually transparent auralization, i.e.~for achieving an auralization that is perceptually indistinguishable from the ground truth. This article presents a perceptual evaluation of the most common binaural auralization methods with and without intermediate ambisonic representation of volumetrically sampled sound pressure or sound pressure and particle velocity sampled on spherical or cubical surfaces. Our results confirm that perceptually transparent auralization is possible if sound pressure and particle velocity are available at 289 sampling points on a spherical surface grid. Other grid geometries require considerably more points. All tested methods are available open source in the Chalmers Auralization Toolbox that accompanies this article.
翻译:与基于几何声学的仿真不同,其空间信息以有形形式存在,而基于波动方程的仿真则不易直接进行可听化处理。已有多种方法被提出,这些方法通过采样模拟声场的声压或质点速度(或两者),结合已知的头部相关传递函数来计算虚拟听者的耳信号。然而,现有关于此类方法的感知评估结果并不全面,因此尚不清楚需要多少采样点及其如何排布才能实现感知透明的可听化,即实现与真实声场在感知上无法区分的可听化效果。本文对最常见的双耳可听化方法进行了感知评估,这些方法包括使用或不使用中间阶球谐表示的情况,采样方式涉及对体积采样的声压,或对球面或立方体表面采样的声压与质点速度。我们的研究结果证实,如果在球面网格上的289个采样点处能同时获取声压和质点速度,则可以实现感知透明的可听化。其他网格几何形状则需要显著更多的采样点。所有测试方法均已开源,收录于随本文发布的查尔默斯可听化工具箱中。