SDCVLGMMASAug 16, 2019

Towards Generating Ambisonics Using Audio-Visual Cue for Virtual Reality

arXiv:1908.06752v18.831 citationsHas Code
Originality Incremental advance
AI Analysis

This addresses the challenge of creating realistic spatial audio for VR without specialized microphones, which is incremental as it builds on existing audio-visual methods for a specific domain.

The paper tackles the problem of generating Ambisonics (spatial sound) for 360-degree VR videos by using audio-visual cues, introducing a dataset of 265 videos with annotated sound-source locations and a pipeline that estimates 3D locations to encode B-format, achieving results that demonstrate efficacy and open new research areas.

Ambisonics i.e., a full-sphere surround sound, is quintessential with 360-degree visual content to provide a realistic virtual reality (VR) experience. While 360-degree visual content capture gained a tremendous boost recently, the estimation of corresponding spatial sound is still challenging due to the required sound-field microphones or information about the sound-source locations. In this paper, we introduce a novel problem of generating Ambisonics in 360-degree videos using the audio-visual cue. With this aim, firstly, a novel 360-degree audio-visual video dataset of 265 videos is introduced with annotated sound-source locations. Secondly, a pipeline is designed for an automatic Ambisonic estimation problem. Benefiting from the deep learning-based audio-visual feature-embedding and prediction modules, our pipeline estimates the 3D sound-source locations and further use such locations to encode to the B-format. To benchmark our dataset and pipeline, we additionally propose evaluation criteria to investigate the performance using different 360-degree input representations. Our results demonstrate the efficacy of the proposed pipeline and open up a new area of research in 360-degree audio-visual analysis for future investigations.

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