Spatial Audio and its Applications

The realism in rendering audio improved substantially with introducing the stereo (2.0) and surround sound (5.1 and 7.1). Still, until the recently announced Dolby Atmos (7.4.1), the audio world in the consumer space remained flat, because all loudspeakers are placed in one plane. The need for more realistic audio is driven by the gaming industry and by the recently announced devices for augmented and virtual reality. In most of the cases these devices come in the form of head mounted displays. Integral part of these devices are several audio subsystems: spatial audio rendering, capture of the user’s voice and capturing the environmental audio. In this talk we will discuss the technologies behind capturing, representation, and rendering of 3D audio: spherical microphone arrays, intelligent headsets, head-related-transfer-functions and their personalization. During the break some of these technologies will be demonstrated.

Date:
Haut-parleurs:
Ivan Tashev
Affiliation:
Microsoft

Taille: Microsoft Research Talks