Project
Phases
phase I : Infrastructure
for Auralization in
VR (Aug/2004 to Mar/2005)
[ Concluded
]
- basic infrastructure
(acquisition of audio
server and multichannel
soundcards; installation
of speakers, amplifiers
and cabling; loudspeaker
support system; microphones
and headphones)
- basic hardware/software
installations (installation
of audio server, gear
rack, boards and patches;
installation of basic
software, drivers
and libraries and
multichannel software;
tests)
- development software
installation (DSP;
high level compilers;
software for edition,
sequencing, control
and route of digital
audio; patch-oriented
development platforms;
multichannel setups;
graphical music programming;
codecs and plugins;
software and libraries
for management and
inter-node communication;
libraries and gear
for sound synthesis
and acoustics; general
apps; tests)
- acoustic setup
(hw/sw integration;
preliminary tests
and acoustic measurements;
patch setups and preliminary
calibration)
- acoustic treatment
(acquisition/installation
of additional equipment
for acoustic conditioning;
adaptations; design
of schemes for active
control and equalization
of listening are inside
the Digital Cave)
(partially concluded)
phase II :
Auralization with Ambisonics
Sound fields (Aug/2004
to Jul/2005)
[ Concluded
]
- research and development
of a system for first
order Ambisonic coding/decoding
- development of
navigators and user
interfaces integrated
to VR tools in the
Digital Cave
- projeto de integração
de componentes de
software para comunicação
inter-processos e
inter-nós (passagem
de comandos, streaming,
controle, sincronização)
- development and/or
integration of modules
for description, simulation
and rendering acoustic
scenes (acoustic model)
- specific applications
(virtual acoustic
environment modeling
in specific applications)
- design and first
implementation of
an AUDIENCE software
distribution for spatial
(2D/3D) audio production,
processing and projection
in 4 layers.

Digital Cave and
the cubic loudspeaker
array positioning for
soundfield projection
phase III:
Higher Sound Immersion
Levels (Apr/2005 to
Dec/2006)
[ Concluded ]
- design and development
of a system version
for higher sound immersion
levels, exploiting
higher order Ambisonics
(HOA) and prospective
research towards systems
based on wave field
synthesis (WFS) (partnership
with other institutions)
- development and
release of an AUDIENCE
spatial audio software
distribution, totally
written for PD (*)
- development of
loudspeaker array
systems and multichannel
reproduction systems
(partnership with
companies)
- preliminary designs
of an interactive
auralization system
for WFS use, addressing
advanced applications
in virtual reality
and home-theater (partnership
prospection)
- adaptation and
improvement of acoustic
models for higher
sound immersion levels
(focus on acoustic
simulator upgrades)
- development and/or
adaptation of multichannel
soundboards, circuitry
(hardware) and software
for driving dense
loudspeaker arrays
(**)
- specific applications
(high coupling with
visualization and
realistic audiovisual
rendering) (***)
(*)
an version open for
colaborative development
is publicly available,
launched in the associated
project OpenAudience
at the FAPESP
project incubator.
(**) a multichannel
amplifier with 8 outputs
(P10 connectors) was
developed in colaboration
with SANKYA Electronics.
(***) an auralization
machine was built for
rendering sound scenes
of ancient Sao Paulo
city, in interactive
virtual reality 3D navigation
(project in the Digital
Cave).

Preliminar conception
of loudspeaker arrays
for Wave Field Synthesis
phase IV :
Low Cost Auralization
Systems (May/2006 a
May/2007)
[ Concluded ]
- activities concurrent
with phase III and
consolidation of main
technological components
(software libraries)
developed in previous
phases
- integration of
commercial audio codecs
into the system (partnership
with companies)
- integration of transcoding
and decoding solutions
for surround (partnership
with companies)
- research and development
of mechanisms for
synchronization and
control of low cost
sound cards and chipsets
for sound field generation
applications
- proposing and prototyping
low cost multichannel
auralization systems
- development of open
versions of the software
(correlated with OpenAudience)
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