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Reverberation algorithms Augusto Sarti
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Reverberation Algorithms

Apr 06, 2018

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Reverberation

algorithms

Augusto Sarti

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Summaryn 

The Reverb Problemn  Reverb Perceptionn  Acoustic impulse response:

¨  Formation mechanisms

¨  Parameters

n  Early Reflections

n  Late Reverbn  Numerical reverberation algorithms

¨  Schroeder Reverbs

¨  Feedback Delay Network (FDN) Reverberators

¨  Waveguide Reverberators

n Geometrical reverberation algorithms

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Impulse response

n  The sounds we perceive heavily depend on thesurrounding environment

n  Environment-related sound changes are of 

convolutive origin (filtering)

¨ Well-modeled by a space-varying impulse response

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Direct

signal Early

reflections Reverberations 

Time 

   A  m

  p   l   i   t  u   d  e

Impulse response

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Reverberation tf Function

n  Three sources, onelistener (two ears)

n  Filters should include

pinnae filtering

n  Filters change if anything

in the room changes

(exact model)

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Global descriptorsn  Energy decay curve (EDC)

¨  Introduced by Schroeder to define reverberation time

¨  It measures the total signal energy remaining in thereverberator’s impulse response at time t 

¨  It decays more smoothly than the impulse response, therefore itworks better than the amplitude’s envelope for defining thereverberation time

¨  In reverberant environments a large amount of the total energy is

contained in the last portion of the impulse responsen  Reverberation time

}60)0()(:{60 dB EDC t  EDC t T  −==

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Global descriptors

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EDR of a violin body

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n  In the room’s transfer function we can single out resonant modes

n  The spacing between two resonant modes is given by 

n  which is valid above the threshold frequency

Global descriptors

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n  Number of echoes in the impulse response before time t 

n  Derivative of N t : 

n  Clarity index: ratio btw early reflections energy and latereverberation energy

Global descriptors

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Implementation

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Moorer reverberator 

n  accounts for late reverberations by placing anIIR filter after the FIR filter (tapped delay line)

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Binaural impulse response

n  Our sound perception is affected by our own body

¨ Head Related Transfer Function (HRTF)

Acoustic paths can be

grouped together to

reduce cost

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Comb filter 

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Allpass filter 

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Steady-state

tones (sinusoids)

really do see the

same gain at

every frequency

in an allpass,

while a comb

filter has widely

varying gains

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Comb filters and reverberation time

n  The decay between successive samples in comband allpass filters is described by the gain

coefficient gi 

n  In order for the comb filter’s decay to correspond

to a given reverberation time, we must have

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Combination of comb filters

n  Single comb filters do notprovide sufficient echo density

n  In order to improve the echo

density, we need to combinemultiple comb filters

¨  Cascading comb filters

corresponds to multiplying their 

transfer functions

¨  Frequency peaks not shared by all

comb filters are cancelled bymultiplication

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Combination of comb filters

n  Better to place comb

filters in parallel

¨ Example

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Parallel comb filters

n  The poles of comb filters are given by 

n  The poles have the same magnitudes

n  The modal density (No. of modes per Hz) is

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Parallel comb filters

n  Modal density turns out to be the same at allfrequencies, unlike real rooms

n  Above a threshold frequency, the modal density

is constant

n  The modal density of the comb filters is then setto the modal density above the threshold

frequency

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Parallel comb filters

n  The echo density of the comb filters isapproximatively given by

n  Relating echo density and modal density

provides:

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Combination of allpass filters

n  Unlike comb filters, allpass filters must becascaded

¨ Multiplying freq. responses corresponds to adding

phase responses

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Schroeder’s reverberator (1)

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Schroeder’s reverberator 

n  Delays of the comb and allpass filters are chosen so thatthe ratio of the largest and smallest delay is 1.5 (typically30 and 45 ms)

n  The gains gi of the comb filters are chosen to provide adesired reverberation time T

r according to

n  Allpass filters delays are set to 5 and 1.7 ms

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Feedback Delay Networks… 

at a glancen  Unitary matrix: definition

¨  A matrix is unitary if :

¨  We can also write that a matrix is unitary if 

|||||||| uuM =⋅

1|||||||| == MMMMT T 

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FDN

•  Stability of the feedback loop is guaranteed if A = gM where M is an unitarymatrix and |g|<1

•  Outputs will be mutually incoherent: we can use the FDN to render the diffusesoundfield with a 4 loudspeaker system

•  The early reverbeartions can be simulated by appropriately injecting the inputsignal into the delay lines

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Jot’s reverberator 

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Jot’s reverberator 

The input-output relation of Jot’s reverberator is given by

with and

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Jot’s reverberator 

n  System transfer function:

n  Zeros:

n  Poles:

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Jot’s reverberator 

n  Moorer noted that convolving exponentiallydecaying white noise with source signals

produces a very natural sounding

n  As a consequence, by introducing absorptive

losses into a lossless prototype, we shouldobtain a natural sounding reverberator 

n  This is accomplished by associating a gain with

each delay:

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Jot’s reverberator 

n  The logarithm of the gain is proportional to the length of the delay:

n  The above modification has the effect of replacing z with

z/γ in the transfer function

n  The lossless prototype response h[n] will be multiplied byan exponential envelope γn

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Modeling the

Environment 

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Modeling the environment

n  Simulate reverberations due to

environment

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Motivations

Acoustical environment provides ...n  Sense of presence

n  Comprehension of space

n  Localization of auditory cues

n  Selectivity of audio signals (“cocktail party

effect”)

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Geometric acoustic modeling

n  Spatialize sound by computing reverberationpaths from source to receiver 

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Similarities to Graphics

n  Both model wave propagatation 

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Differences from Graphics I

n  Sound has longer wavelengths than light¨ Diffractions are significant

¨ Specular reflections dominate diffuse reflections

¨ Occlusions by small objects have little effect

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Differences from Graphics II

n  Sound waves are coherent¨ Modeling phase is important

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n  Sound travels more slowly than light¨ Reverberations are perceived over time

Differences from Graphics III

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Overview of approaches

n  Finite element methodsn  Boundary element methods

n  Image source methods

n  Ray tracing

n  Beam tracing 

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Finite element methods

n  Solve wave equation over grid-alignedmesh 

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Boundary element methods

n  Solve wave equation over discretizedsurfaces 

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Boundary Element Trade-offs

n  Advantages¨ Works well for low frequencies

¨ Simple formulation

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n  Disadvantages¨ Complex function stored with each element

¨ Form factors must model diffractions &

specularities

¨ Elements must be much smaller thanwavelength

Boundary Element Trade-offs

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Image source methods

n  Consider direct paths from “virtualsources” 

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Image source trade-offs

n  Advantages¨ Simple for rectangular rooms

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n  Disadvantages¨ O(nr ) visibility checks in arbitrary

environments

¨ Specular reflections only

Image source trade-offs

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Path tracing

n  Trace paths between source andreceiver  

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Path Tracing Trade-offs

n  Advantages¨ Models all types of surfaces and scattering

¨ Simple to implement

Incoming ray

Sampledreverberation

s

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Path Tracing Disadvantages

n  Disadvantages¨ Subject to sampling errors (aliasing)

¨ Depends on receiver position

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Beam Tracing

n  Trace beams (bundles of rays) fromsource 

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Beam Tracing Trade-offs

n  Advantages¨ Takes advantage of spatial coherence

¨ Predetermines visible virtual sources

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Beam Tracing Disadvantages

n  Disadvantages¨ Difficult for curved surfaces or refractions

¨ Requires efficient polygon sorting and

intersection

BSPsCell adjacency graphs

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Complex 3D Environments

n  Precompute beam tree for stationarysource 

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Interactive Performance

n  Lookup beams containing moving receiver  

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Summary

n  FEM/BEM¨ best for low frequencies

n  Image source methods

¨ best for rectangular rooms (very common)

n  Path tracing

¨ best for high-order reflections (very common)

n  Beam tracing

¨ best for precomputation

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Current research in

interactive audio

spatialization

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Back to the problem

n  Path/ray tracingaccording to the laws of geometric optics

n  Applications to

¨  Simulation of acoustic

reverberations incomplex environments

¨  Prediction of EMpropagation for wirelesssystems (multipathfading)

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n  Construction of the beam tree through space

subdivision

n  Construction of paths through beam tree lookup

Beam tracing

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Using space subdivision

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What is missing?

n  Traditional beam tracing assumes that thesource be fixed

¨ Every time the source moves, the BT needs tobe rebuilt from scratch (lengthy process basedon space subdivision)

n  Is it possible to avoid space subdivision?

n  Is it possible to settle all visibility issues inadvance (irrespective of the source

location)?n  Is it ultimately possible to build the BT

through a simple lookup process?

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Reformulating the problem

n  Define environment’s visibility

independently from the source’s

location

n  Compute the environment’s visibilityn  Build the beam tree using

¨ Visibility info

¨ Source’s location

n  Build the paths using

¨ Beam tree

¨ Receiver’s location

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Environment’s characterizationn  Sources and Receivers

¨  Assumed to be point-like

n  Reflectors

¨  Oriented surface of a reflecting wall

n  A reflecting wall defines two reflectors

n  Assumed as flat

n  Identified by an indexn  Byproducts:

¨  Beams

n  Compact bundle of rays originated by the same source

n  Identified by a source (real or virtual) and the illuminatedportion of a reflector 

¨  Active reflectors

n  That portion of a reflector illuminated by a beam

n  Identified by a beam and a reflector 

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Visibility

n  Visibility function¨  Function that associates the index of the visible

reflector to a viewpoint and a viewing direction

¨  Piece-wise constant function that takes on values in theparameter space that characterizes viewpoint andviewing direction

n  Visibility function from a reflector ¨  Visibility function where viewpoints are constrained on

the pts of the reflector 

n  Environment’s visibility description

¨  Set of the visibility functions associated to all the

environment’s reflectorsn  M reflecting walls => 2M visibility functions

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Defining the parameter spacen 

Parameter space: viewpoint and viewing direction¨  If the point lies on a reflector 

n  4D parameter space in the 3D case

n  2D parameter space in the 2D case

¨  Reflector’s normalization

n  affine transformation (rigid motion + scaling) of the

geometric space that remaps the reflector onto thesegment that goes from (0,-1) to (0,1), with reflectingsurface facing x≥0

¨  This way viewpoint and viewing direction can bedescribed by the eq. y = a x + b, where -1≤b≤1describes the point on the reflector and a the viewing

directionn  Parameter space: (a,b)

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Visibility region

n  The visibility region of a given reflector w.r.t. a reference reflector is the region of 

the parameter space (a,b) that

corresponds to viewpoints on the

reference reflector from which the givenone results as visible

¨ Due to occlusions, this region can be empty or 

made of a set of convex polygons

n  The visibility region of reflector i is the

region where the visibility function is equal

to i 

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Visibility region

n  A generic reflector can be described by x = e t + f 

y = g t + h

0≤t ≤1

Substituting in y=ax+b we obtaing t + h = a (e t + f) + b, 0≤t ≤1

-1≤b≤1

Visibility region:

Intersection btw a bundle of rays (a beam inparameter space) and the strip -1≤b≤1

(f,h)

(e+f,g+h)

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Examples

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Visibility regionn  Potential visibility region: visibility region with no other reflectors

n  Potential visibility regions may overlapn  Actual visibility region is contained within the potential one

¨  Overlaps must be resolved considering occlusions

n  Approach for evaluating visibility function

¨  Compute potential visibility regions

¨  Resolve overlaps and identify actual visibility regions¨  Label actual visibility regions

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Resolving overlaps

n  When two potential visibility regionsoverlap, the corresponding reflectors

exhibit a partial occlusion w.r.t. the

reference reflector 

n  Who occludes who decides which regioneats which on the overlap

n  This can be done by tracing a sample ray

within the overlapping region

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Parameter space (dual space)

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Reflectors in the dual space

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Normalized dual space

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Building a beam tree from visibility

n Evaluating the global visibility of theenvironment corresponds to building

one visibility function per reflector 

¨ This corresponds to constructing and

labeling all the actual visibility regions for each reflector 

n  All this ignores the location of the source

n  Given source location and visibility,

how do we build the beam tree?

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Sources in parameter space

n  A source in parameter space is a line (dual of a pt)

n  Source and active portion of a reflector define a beam¨  The branching of a beam is defined by the intersection btw

the line and the actual visibility regions

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Beam tracing

n  Given a beam reflected by the i-threflector, use visibility to to determine itsbranching in sub-beams (one per visiblereflector)

¨ Determine virtual source location in thewarped space corresponding to i-th reflector 

¨ Determine illuminated portion of reflector andthe corresponding “narrowed” reference strip

¨ Scan actual visibility regions over the line

corresponding to the source in parameter space

¨ Update beam tree

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Beam tracing

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Computational efficiency

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Computational efficiency

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103

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Modeling diffraction

n  Use geometric theory of diffractionn  Diffraction modeled by placing sources

(and the relative beam trees) at diffracting

wedges

n  Beam trees computed in advance jointly

with visibility information

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A comparison btw imp.

responsesSim.

Meas.

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Comparison 

n  Parameters:

¨  EDC

¨  Early Decay Time (EDT): time that imp. resp. takes to dim down of 

10 dB.

¨  Center Time (CT): centroid of squared impulse response

n  Imp. Resp. envelope:

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EDC

Simulated refl. only

Sim. of refl. + diffr. Complete simulation

recorded

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EDT

Simulated refl. only

Sim. of refl. + diffr. Complete simulation\

recorded

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Centre TimeSimulated refl. only

Sim. of refl. + diffr. Complete simulation

recorded

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110

Auralization

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Active Beamshaping

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Rendering beams  Physical approach: WFS

  Huygens principle

  data-based (needs

wavefield acquisition)

  Works on wavefronts

  Geometric appraoch:

Beam Tracing

  Implements general

solution according to

geometric propagation

principles

  Boundary conditions

become components

of the implementation

G l

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Goal  Reconstruction of an arbitrary source (arbitrary

radiation function) in an arbitrary location using an array

of speaker in close range

Si l t f

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Signal transfer 

bhG =

=

Nx1

Mx1NxM

Matrix form

Example (1) central beam

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Example (1) – central beam

n M = 16;

n f = 700Hz

n  Δy = not uniform

n Gaussian mask

Example 2 skewed beam

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Example 2 – skewed beam

n M = 64;

n f = 700Hz

n  Δy = 10 cm

n Maschera Gauss

Rendered beam

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Rendered beam

Wid b d t i

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Wideband extension

¨ Instead of setting constraints at a singlefrequency, we apply them to multiplefrequencies (wideband minimization)

¨ 4 parameters:n  F, No. of frequencies where we minimize

n  M, No. of speakers

n  N, No. of angles

n  T, No. of taps of the filter 

E l 3 k d b

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Example 3 – skewed beam

Interface

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Interface

120

Testing in a dry room

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Testing in a dry room

15-speaker non-uniform array

Multiple audio cards in daisy-chain configuration

8-16-24 synchronized outputs

Results

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Resultsn  Expected contrasting needs

¨ Low frequencies require extensive arrays

¨ High frequencies require closely-spaced

speakers

¨ Cost constrains limit the No. of speakers

n  With 15-16 speakers we do not go beyond

17-18 db of attenuation btw main lobe and

side lobes with a limited frequency range

(300Hz-6kHz)

122

C l i

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Conclusions

n  Results are comparable to those achievedwith WFS but we control them in a

geometric fashion. Therefore we can

¨ Reconstruct an arbitrary source in an arbitrary

location¨ Combine multiple beams through

superposition principle, therefore it can be

used as a geometric engine for synthesizing

the response of the environment as well (earlyreverberation for spatial impression)