Accelerated Interactive Auralization of Highly Reverberant Spaces using Graphics Hardware
Hannes Rosseel, Toon van Waterschoot
TL;DR
This work presents a GPU-accelerated, multichannel auralization framework for real-time synthesis of highly reverberant spaces, integrating uniform partitioned convolution with real-time acoustic feedback cancellation. It demonstrates substantial latency reductions (up to ~60x) over CPU implementations and supports large channel counts and long reverberation filters at 48 kHz, achieving end-to-end latency around a dozen milliseconds for practical block sizes. The method leverages parallel processing on graphics hardware to maintain low latency while preserving stability in the presence of feedback, and the authors provide a Python-based implementation with public code. Future work includes optimizing performance and conducting perceptual evaluations.
Abstract
Interactive acoustic auralization allows users to explore virtual acoustic environments in real-time, enabling the acoustic recreation of concert hall or Historical Worship Spaces (HWS) that are either no longer accessible, acoustically altered, or impractical to visit. Interactive acoustic synthesis requires real-time convolution of input signals with a set of synthesis filters that model the space-time acoustic response of the space. The acoustics in concert halls and HWS are both characterized by a long reverberation time, resulting in synthesis filters containing many filter taps. As a result, the convolution process can be computationally demanding, introducing significant latency that limits the real-time interactivity of the auralization system. In this paper, the implementation of a real-time multichannel loudspeaker-based auralization system is presented. This system is capable of synthesizing the acoustics of highly reverberant spaces in real-time using GPU-acceleration. A comparison between traditional CPU-based convolution and GPU-accelerated convolution is presented, showing that the latter can achieve real-time performance with significantly lower latency. Additionally, the system integrates acoustic synthesis with acoustic feedback cancellation on the GPU, creating a unified loudspeaker-based auralization framework that minimizes processing latency.
