{"id":509498,"date":"2018-10-04T10:12:46","date_gmt":"2018-10-04T17:12:46","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?post_type=msr-research-item&p=509498"},"modified":"2021-09-27T11:00:26","modified_gmt":"2021-09-27T18:00:26","slug":"spatial-audio-for-immersive-sound-propagation","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/spatial-audio-for-immersive-sound-propagation\/","title":{"rendered":"Parametric Directional Coding for Precomputed Sound Propagation"},"content":{"rendered":"
Convincing audio for games and virtual reality requires modeling directional propagation effects. The initial sound\u2019s arrival direction is particularly salient and derives from multiply-diffracted paths in complex scenes. When source and listener straddle occluders, the initial sound and multiply-scattered reverberation stream through gaps and portals, helping the listener navigate. Geometry near the source and\/or listener […]<\/p>\n","protected":false},"featured_media":0,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"_classifai_error":"","footnotes":""},"msr-content-type":[3],"msr-research-highlight":[],"research-area":[243062,13551],"msr-publication-type":[193715],"msr-product-type":[],"msr-focus-area":[],"msr-platform":[],"msr-download-source":[],"msr-locale":[268875],"msr-post-option":[],"msr-field-of-study":[],"msr-conference":[],"msr-journal":[],"msr-impact-theme":[],"msr-pillar":[],"class_list":["post-509498","msr-research-item","type-msr-research-item","status-publish","hentry","msr-research-area-audio-acoustics","msr-research-area-graphics-and-multimedia","msr-locale-en_us"],"msr_publishername":"","msr_edition":"","msr_affiliation":"","msr_published_date":"2018-9-17","msr_host":"","msr_duration":"","msr_version":"","msr_speaker":"","msr_other_contributors":"","msr_booktitle":"","msr_pages_string":"","msr_chapter":"","msr_isbn":"","msr_journal":"ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH 2018","msr_volume":"37","msr_number":"","msr_editors":"","msr_series":"","msr_issue":"4","msr_organization":"","msr_how_published":"","msr_notes":"","msr_highlight_text":"","msr_release_tracker_id":"","msr_original_fields_of_study":"","msr_download_urls":"","msr_external_url":"","msr_secondary_video_url":"","msr_longbiography":"","msr_microsoftintellectualproperty":1,"msr_main_download":"","msr_publicationurl":"http:\/\/www.nikunjr.com\/Projects\/ParamDirCoding\/paramd.pdf","msr_doi":"","msr_publication_uploader":[{"type":"file","viewUrl":"https:\/\/www.microsoft.com\/en-us\/research\/uploads\/prod\/2018\/10\/paramd.pdf","id":"578230","title":"paramd","label_id":"243132","label":0},{"type":"doi","viewUrl":"false","id":"false","title":"10.1145\/3197517.3201339","label_id":"243106","label":0}],"msr_related_uploader":"","msr_attachments":[{"id":0,"url":"http:\/\/www.nikunjr.com\/Projects\/ParamDirCoding\/paramd.pdf"},{"id":578230,"url":"https:\/\/www.microsoft.com\/en-us\/research\/uploads\/prod\/2019\/04\/paramd.pdf"}],"msr-author-ordering":[{"type":"user_nicename","value":"Nikunj Raghuvanshi","user_id":33106,"rest_url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/microsoft-research\/v1\/researchers?person=Nikunj Raghuvanshi"},{"type":"edited_text","value":"John Snyder","user_id":32376,"rest_url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/microsoft-research\/v1\/researchers?person=John Snyder"}],"msr_impact_theme":[],"msr_research_lab":[],"msr_event":[],"msr_group":[714067],"msr_project":[546345,212079],"publication":[],"video":[],"download":[],"msr_publication_type":"article","related_content":{"projects":[{"ID":546345,"post_title":"Project Triton","post_name":"project-triton","post_type":"msr-project","post_date":"2018-12-03 12:03:07","post_modified":"2024-04-03 12:34:47","post_status":"publish","permalink":"https:\/\/www.microsoft.com\/en-us\/research\/project\/project-triton\/","post_excerpt":"Project Triton performs physical simulation to provide sound propagation for games and mixed reality. It creates an accurate acoustic rendering at practical CPU cost and provides designer control.","_links":{"self":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-project\/546345"}]}},{"ID":212079,"post_title":"Spatial Audio","post_name":"spatial-audio","post_type":"msr-project","post_date":"2015-12-01 18:14:03","post_modified":"2022-01-21 12:44:12","post_status":"publish","permalink":"https:\/\/www.microsoft.com\/en-us\/research\/project\/spatial-audio\/","post_excerpt":"Spatial audio, also known as 3D stereo sound, is about creating a 3D audio experience by using headphones. 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