Dynamic late reverberation rendering using the common-slope model

Georg Götz, Teodors Kerimovs, Sebastian J. Schlecht, and Ville Pulkki

This website provides additional materials for the paper "Dynamic late reverberation rendering using the common-slope model" accepted for publication in the 6th AES International Conference on Audio for Games.

Mono demo

Common-slope rendering: Only late reverberation

The following video demonstrates rendering with the proposed system based on the common-slope model. The rendering in the video only includes the late reverberation synthesized with the modal reverberators.

True RIR: Only late reverberation

This video demonstrates rendering using the true RIRs simulated with Treble. The rendering in the video only uses the late reverberation of the true RIRs, i.e., the RIR after 50 ms.

Common-slope rendering: with first 50 ms from true RIR

In this video, the rendering includes direct sound and early reflections from the simulations (first 50 ms of the RIR). The late reverberation is still synthesized with the modal reverberators (RIR after 50 ms).

True RIR: Full true RIR

This video demonstrates rendering using the true RIRs simulated with Treble. The rendering in the video uses the entire true RIR, i.e., including direct sound and early reflections.

Binaural demo

Common-slope rendering: Only late reverberation

The following video demonstrates rendering with the proposed system based on the common-slope model. The rendering in the video only includes the late reverberation synthesized with the modal reverberators.

True RIR: Only late reverberation

This video demonstrates rendering using the true RIRs simulated with Treble. The rendering in the video only uses the late reverberation of the true RIRs, i.e., the RIR after 50 ms.

Common-slope rendering: With first 50 ms from true RIR

In this video, the rendering includes direct sound and early reflections from the simulations (first 50 ms of the RIR). The late reverberation is still synthesized with the modal reverberators (RIR after 50 ms).

True RIR: Full true RIR

This video demonstrates rendering using the true RIRs simulated with Treble. The rendering in the video uses the entire true RIR, i.e., including direct sound and early reflections.