Master's Research Project
University of Miami
May 1994
"The Light illumine you."
Tom Zudock for piquing my interest in three-dimensional audio and guiding my efforts to code it into reality; Ken Pohlmann and John Monforte at UM for providing inspiration and enforcing the deadlines, as well as excellent instruction and a general helping hand; Jim Boyk at Caltech for opening my ears and convincing me that I could actually make a career out of audio; Jonathan Abel at Crystal River Engineering for discussing auralization and optimization as implemented in present products; John Antony for providing "software support"; Sean Richards for knowing when to drag me away from my computer and when to let me be, and for keeping me excited about learning; Tim Onders for being a technical "sounding board" and good friend.
Thanks also to my parents, who provided the item of greatest worth - opportunity. Thank you for standing by me through the many trials and decisions of my educational career.
A raw PostScript version sthesis.ps (635k) and a gzip'ed PostScript version sthesis.gz (113k) are both available for downloading.
1 INTRODUCTION TO AURALIZATION
1.0 What is Auralization?
1.1 A bit of history
1.2 The current state of the art
1.3 Variables in an auralization system
2 OVERVIEW
2.0 Objective
2.1 Facilities
2.2 Methods
2.3 Definition of the coordinate system
3 SPATIAL PLACEMENT USING ILDS AND ITDS
3.0 The role of interaural level and time differences
3.1 Calculating the ILDs
3.2 ILD implementation
3.3 Calculating the ITDs
3.4 ITD implementation
3.5 Compensation for intrinsic ITDs and ILDs
4 INTRODUCING THE HRTF
4.0 Derivation of the HRTF
4.1 Generalization
4.2 HRTF Implementation
4.3 Headphone system response compensation
4.4 Error identification for HRTFs recorded as a pair
5 FIRST CUT OPTIMIZATION: BAND-LIMITED SOURCES
5.0 Real-world sources
5.1 Bandwidth identification
5.2 Algorithm modification
6 RESULTS
6.0 Auralization Caveats
6.1 Baseline - ITD, ILD, HRTF
6.2 Bandwidth limiting
7 VALIDATION
7.0 Residue measurement
8 DIRECTIONS FOR FURTHER STUDY
8.0 Further code refinements
8.1 Indirect reflections
8.2 Head tracking
8.3 Virtual reality
8.4 Custom transforms
8.5 Customization of the HRTF