# ActiveRIR: Active Audio-Visual Exploration for Acoustic Environment Modeling

arXiv: https://arxiv.org/abs/2404.16216 · HTML: https://mlsanity.com/paper/2404.16216/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 29 of its 45 references that are in the map.
- First posted on arXiv 24 Apr 2024.

## Builds on (most cited first, 29 of 29)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Matterport3D: Learning from RGB-D Data in Indoor Environments](https://mlsanity.com/paper/1709.06158/) (2017)
- [Habitat: A Platform for Embodied AI Research](https://mlsanity.com/paper/1904.01201/) (2019)
- [Unifying Count-Based Exploration and Intrinsic Motivation](https://mlsanity.com/paper/1606.01868/) (2016)
- [DD-PPO: Learning Near-Perfect PointGoal Navigators from 2.5 Billion Frames](https://mlsanity.com/paper/1911.00357/) (2019)
- [Learning Exploration Policies for Navigation](https://mlsanity.com/paper/1903.01959/) (2019)
- [Episodic Curiosity through Reachability](https://mlsanity.com/paper/1810.02274/) (2018)
- [SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic Learning](https://mlsanity.com/paper/2206.08312/) (2022)
- [Semantic Audio-Visual Navigation](https://mlsanity.com/paper/2012.11583/) (2020)
- [Learning Neural Acoustic Fields](https://mlsanity.com/paper/2204.00628/) (2022)
- [2.5D Visual Sound](https://mlsanity.com/paper/1812.04204/) (2018)
- [An Exploration of Embodied Visual Exploration](https://mlsanity.com/paper/2001.02192/) (2020)
- [Sound Adversarial Audio-Visual Navigation](https://mlsanity.com/paper/2202.10910/) (2022)
- [Few-Shot Audio-Visual Learning of Environment Acoustics](https://mlsanity.com/paper/2206.04006/) (2022)
- [Visually Informed Binaural Audio Generation without Binaural Audios](https://mlsanity.com/paper/2104.06162/) (2021)
- [Visual Acoustic Matching](https://mlsanity.com/paper/2202.06875/) (2022)
- [Move2Hear: Active Audio-Visual Source Separation](https://mlsanity.com/paper/2105.07142/) (2021)
- [FAST-RIR: Fast neural diffuse room impulse response generator](https://mlsanity.com/paper/2110.04057/) (2021)
- [Image2Reverb: Cross-Modal Reverb Impulse Response Synthesis](https://mlsanity.com/paper/2103.14201/) (2021)
- [Audio-Visual Floorplan Reconstruction](https://mlsanity.com/paper/2012.15470/) (2020)
- [MESH2IR: Neural Acoustic Impulse Response Generator for Complex 3D Scenes](https://mlsanity.com/paper/2205.09248/) (2022)
- [Neural Acoustic Context Field: Rendering Realistic Room Impulse Response With Neural Fields](https://mlsanity.com/paper/2309.15977/) (2023)
- [Measuring Acoustics with Collaborative Multiple Agents](https://mlsanity.com/paper/2310.05368/) (2023)
- [Active Audio-Visual Separation of Dynamic Sound Sources](https://mlsanity.com/paper/2202.00850/) (2022)
- [Self-Supervised Visual Acoustic Matching](https://mlsanity.com/paper/2307.15064/) (2023)
- [Listen2Scene: Interactive material-aware binaural sound propagation for reconstructed 3D scenes](https://mlsanity.com/paper/2302.02809/) (2023)
- [Chat2Map: Efficient Scene Mapping from Multi-Ego Conversations](https://mlsanity.com/paper/2301.02184/) (2023)
- [On fusing active and passive acoustic sensing for simultaneous localization and mapping](https://mlsanity.com/paper/2404.13116/) (2024)

## Built on by (most cited first, 2 of 2)

- [Embodied AI: From LLMs to World Models](https://mlsanity.com/paper/2509.20021/) (2025)
- [EgoSonics: Generating Synchronized Audio for Silent Egocentric Videos](https://mlsanity.com/paper/2407.20592/) (2024)

## Abstract (arXiv)

An environment acoustic model represents how sound is transformed by the physical characteristics of an indoor environment, for any given source/receiver location. Traditional methods for constructing acoustic models involve expensive and time-consuming collection of large quantities of acoustic data at dense spatial locations in the space, or rely on privileged knowledge of scene geometry to intelligently select acoustic data sampling locations. We propose active acoustic sampling, a new task for efficiently building an environment acoustic model of an unmapped environment in which a mobile agent equipped with visual and acoustic sensors jointly constructs the environment acoustic model and the occupancy map on-the-fly. We introduce ActiveRIR, a reinforcement learning (RL) policy that leverages information from audio-visual sensor streams to guide agent navigation and determine optimal acoustic data sampling positions, yielding a high quality acoustic model of the environment from a minimal set of acoustic samples. We train our policy with a novel RL reward based on information gain in the environment acoustic model. Evaluating on diverse unseen indoor environments from a state-of-the-art acoustic simulation platform, ActiveRIR outperforms an array of methods--both traditional navigation agents based on spatial novelty and visual exploration as well as existing state-of-the-art methods.
