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The sound wave ray-space
Amsterdam, Netherlands July 06-July 06
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/ICME.2005.15216222005 IEEE International Conference on ...
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M.P. Tehrani, Inf. Technol. Center, Nagoya Univ., Japan
Y. Hirano, Inf. Technol. Center, Nagoya Univ., Japan
This paper addresses the problem of 3D sound representation without sound source localization and proposes a theory based on the ray-space representation of light rays, which is independent of object's specifications. An array of beam-formed microphone-arrays (MAs), are set and each MA generates a sound-image (SImage) by scanning the viewing range of a camera in the same location. SImage has the same size of an image and contains of blocks of sound wave with duration of one image-frame. Captured SImages with the array of MAs generate the sound wave ray-space. To make a dense SImage ray-space, we propose to use the geometry compensation of corresponding images in the location of each MA. By a dense sound ray-space, any virtual SImage, which corresponds to an arbitrary listening-point, can be generated. The listening-point sound is generated by averaging the sound wave in each pixel or group of pixel of the virtual SImage.
Index Terms:
listening-point sound, 3D sound representation, ray-space representation, light ray, beam-formed microphone-arrays, sound-image generation, virtual SImage, camera, geometry compensation
Citation:
M.P. Tehrani, Y. Hirano, T. Fujii, S. Kajita, K. Takeda, M. Tanimoto, K. Mase, "The sound wave ray-space," icme, pp.4 pp., 2005 IEEE International Conference on Multimedia and Expo, 2005
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