mlsanityData to 7 Oct 2026

Hearing Anything Anywhere

arXiv 2406.07532 ↗First posted 11 Jun 2024cs.SD cs.CV cs.LGcited by 12

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Abstract (arXiv)

Recent years have seen immense progress in 3D computer vision and computer graphics, with emerging tools that can virtualize real-world 3D environments for numerous Mixed Reality (XR) applications. However, alongside immersive visual experiences, immersive auditory experiences are equally vital to our holistic perception of an environment. In this paper, we aim to reconstruct the spatial acoustic characteristics of an arbitrary environment given only a sparse set of (roughly 12) room impulse response (RIR) recordings and a planar reconstruction of the scene, a setup that is easily achievable by ordinary users. To this end, we introduce DiffRIR, a differentiable RIR rendering framework with interpretable parametric models of salient acoustic features of the scene, including sound source directivity and surface reflectivity. This allows us to synthesize novel auditory experiences through the space with any source audio. To evaluate our method, we collect a dataset of RIR recordings and music in four diverse, real environments. We show that our model outperforms state-ofthe-art baselines on rendering monaural and binaural RIRs and music at unseen locations, and learns physically interpretable parameters characterizing acoustic properties of the sound source and surfaces in the scene.

Key facts. Cited by 12 papers in the map (data through 7 Oct 2026). Builds on 22 of its 65 references that are in the map. First posted on arXiv 11 Jun 2024.

Builds on

22 of 65 references.

References · 22

  1. 2017Matterport3D: Learning from RGB-D Data in Indoor Environmentscited by 1,354
  2. 2018On the Spectral Bias of Neural Networkscited by 1,321
  3. 2019The Replica Dataset: A Digital Replica of Indoor Spacescited by 885
  4. 20203D-FRONT: 3D Furnished Rooms with layOuts and semaNTicscited by 375
  5. 2021PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relightingcited by 332
  6. 2016FMA: A Dataset For Music Analysiscited by 205
  7. 2020DDSP: Differentiable Digital Signal Processingcited by 177
  8. 2016View Synthesis by Appearance Flowcited by 172
  9. 2017Pyroomacoustics: A Python package for audio room simulations and array processing algorithmscited by 131
  10. 2022SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic Learningcited by 93
  11. 2022Learning Neural Acoustic Fieldscited by 65
  12. 2023AV-NeRF: Learning Neural Fields for Real-World Audio-Visual Scene Synthesiscited by 49
10 more
  1. 2022Few-Shot Audio-Visual Learning of Environment Acousticscited by 48
  2. 2022Visual Acoustic Matchingcited by 45
  3. 2023Novel-View Acoustic Synthesiscited by 33
  4. 2021Learning Audio-Visual Dereverberationcited by 26
  5. 2022MESH2IR: Neural Acoustic Impulse Response Generator for Complex 3D Scenescited by 23
  6. 2022Deep Impulse Responses: Estimating and Parameterizing Filters with Deep Networkscited by 20
  7. 2022Sound Localization by Self-Supervised Time Delay Estimationcited by 18
  8. 2021Dataset of Spatial Room Impulse Responses in a Variable Acoustics Room for Six Degrees-of-Freedom Rendering and Analysiscited by 9
  9. 2023Novel-View Acoustic Synthesis from 3D Reconstructed Roomscited by 6
  10. 2023SoundCam: A Dataset for Finding Humans Using Room Acousticscited by 5

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2024: 1; 2025: 3; 2026: 8.

12 papers.