mlsanityData to 7 Oct 2026

Listen2Scene: Interactive material-aware binaural sound propagation for reconstructed 3D scenes

arXiv 2302.02809 ↗First posted 2 Feb 2023eess.AS cs.CV cs.LGcited by 10

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Abstract (arXiv)

We present an end-to-end binaural audio rendering approach (Listen2Scene) for virtual reality (VR) and augmented reality (AR) applications. We propose a novel neural-network-based binaural sound propagation method to generate acoustic effects for indoor 3D models of real environments. Any clean audio or dry audio can be convolved with the generated acoustic effects to render audio corresponding to the real environment. We propose a graph neural network that uses both the material and the topology information of the 3D scenes and generates a scene latent vector. Moreover, we use a conditional generative adversarial network (CGAN) to generate acoustic effects from the scene latent vector. Our network can handle holes or other artifacts in the reconstructed 3D mesh model. We present an efficient cost function for the generator network to incorporate spatial audio effects. Given the source and the listener position, our learning-based binaural sound propagation approach can generate an acoustic effect in 0.1 milliseconds on an NVIDIA GeForce RTX 2080 Ti GPU. We have evaluated the accuracy of our approach with binaural acoustic effects generated using an interactive geometric sound propagation algorithm and captured real acoustic effects / real-world recordings. We also performed a perceptual evaluation and observed that the audio rendered by our approach is more plausible than audio rendered using prior learning-based and geometric-based sound propagation algorithms. We quantitatively evaluated the accuracy of our approach using statistical acoustic parameters, and energy decay curves. The demo videos, code and dataset are available online (https://anton-jeran.github.io/Listen2Scene/).

Key facts. Cited by 10 papers in the map (data through 7 Oct 2026). Builds on 20 of its 62 references that are in the map. First posted on arXiv 2 Feb 2023.

Builds on

20 of 62 references.

References · 20

  1. 2016Semi-Supervised Classification with Graph Convolutional Networkscited by 11,282
  2. 2017ScanNet: Richly-annotated 3D Reconstructions of Indoor Scenescited by 3,088
  3. 2014Conditional Generative Adversarial Netscited by 2,152
  4. 2019Graph U-Netscited by 489
  5. 2019Understanding Attention and Generalization in Graph Neural Networkscited by 169
  6. 2022SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic Learningcited by 93
  7. 2022Learning Neural Acoustic Fieldscited by 65
  8. 2022Few-Shot Audio-Visual Learning of Environment Acousticscited by 48
  9. 2021FAST-RIR: Fast neural diffuse room impulse response generatorcited by 35
  10. 2021Image2Reverb: Cross-Modal Reverb Impulse Response Synthesiscited by 34
  11. 2018Scene-Aware Audio for 360textdegree Videoscited by 25
  12. 2022GWA: A Large High-Quality Acoustic Dataset for Audio Processingcited by 25
8 more
  1. 2022MESH2IR: Neural Acoustic Impulse Response Generator for Complex 3D Scenescited by 23
  2. 2021Filtered Noise Shaping for Time Domain Room Impulse Response Estimation From Reverberant Speechcited by 16
  3. 2021TS-RIR: Translated synthetic room impulse responses for speech augmentationcited by 12
  4. 2019Scene-Aware Audio Rendering via Deep Acoustic Analysiscited by 11
  5. 2019Improving Reverberant Speech Training Using Diffuse Acoustic Simulationcited by 9
  6. 2022Towards Improved Room Impulse Response Estimation for Speech Recognitioncited by 9
  7. 2020Learning Acoustic Scattering Fields for Dynamic Interactive Sound Propagationcited by 5
  8. 2021Dynamic Coherence-Based EM Ray Tracing Simulations in Vehicular Environmentscited by 2

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2023: 2; 2024: 2; 2025: 2; 2026: 4.

10 papers.