mlsanityData to 14 Oct 2026

Hearing Anywhere in Any Environment

arXiv 2504.10746 ↗First posted 14 Apr 2025cs.CV cs.AI cs.LGcited by 8

Not on the map. Why?

Abstract (arXiv)

In mixed reality applications, a realistic acoustic experience in spatial environments is as crucial as the visual experience for achieving true immersion. Despite recent advances in neural approaches for Room Impulse Response (RIR) estimation, most existing methods are limited to the single environment on which they are trained, lacking the ability to generalize to new rooms with different geometries and surface materials. We aim to develop a unified model capable of reconstructing the spatial acoustic experience of any environment with minimum additional measurements. To this end, we present xRIR, a framework for cross-room RIR prediction. The core of our generalizable approach lies in combining a geometric feature extractor, which captures spatial context from panorama depth images, with a RIR encoder that extracts detailed acoustic features from only a few reference RIR samples. To evaluate our method, we introduce ACOUSTICROOMS, a new dataset featuring high-fidelity simulation of over 300,000 RIRs from 260 rooms. Experiments show that our method strongly outperforms a series of baselines. Furthermore, we successfully perform sim-to-real transfer by evaluating our model on four real-world environments, demonstrating the generalizability of our approach and the realism of our dataset.

Key facts. Cited by 8 papers in the map (data through 14 Oct 2026). Builds on 40 of its 60 references that are in the map. First posted on arXiv 14 Apr 2025.

Builds on

40 of 60 references.

References · 40

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28 more
  1. 2022Few-Shot Audio-Visual Learning of Environment Acousticscited by 48
  2. 2022Visual Acoustic Matchingcited by 45
  3. 2021FAST-RIR: Fast neural diffuse room impulse response generatorcited by 35
  4. 2021Image2Reverb: Cross-Modal Reverb Impulse Response Synthesiscited by 34
  5. 2024Tell What You Hear From What You See -- Video to Audio Generation Through Textcited by 34
  6. 2023Novel-View Acoustic Synthesiscited by 33
  7. 2020Far-Field Automatic Speech Recognitioncited by 32
  8. 2019BatVision: Learning to See 3D Spatial Layout with Two Earscited by 26
  9. 2018Scene-Aware Audio for 360textdegree Videoscited by 25
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  12. 2023Neural Acoustic Context Field: Rendering Realistic Room Impulse Response With Neural Fieldscited by 23
  13. 2024From Vision to Audio and Beyond: A Unified Model for Audio-Visual Representation and Generationcited by 23
  14. 2021Geometry-Aware Multi-Task Learning for Binaural Audio Generation from Videocited by 22
  15. 2022Deep Impulse Responses: Estimating and Parameterizing Filters with Deep Networkscited by 20
  16. 2023AV-RIR: Audio-Visual Room Impulse Response Estimationcited by 20
  17. 2024Real Acoustic Fields: An Audio-Visual Room Acoustics Dataset and Benchmarkcited by 20
  18. 2021Structure from Silence: Learning Scene Structure from Ambient Soundcited by 17
  19. 2023AdVerb: Visually Guided Audio Dereverberationcited by 15
  20. 2023CAVEN: An Embodied Conversational Agent for Efficient Audio-Visual Navigation in Noisy Environmentscited by 14
  21. 2023Self-Supervised Visual Acoustic Matchingcited by 14
  22. 2024AV-GS: Learning Material and Geometry Aware Priors for Novel View Acoustic Synthesiscited by 14
  23. 2024Acoustic Volume Rendering for Neural Impulse Response Fieldscited by 14
  24. 2024Hearing Anything Anywherecited by 12
  25. 2023Sonicverse: A Multisensory Simulation Platform for Embodied Household Agents that See and Hearcited by 9
  26. 2024Self-Supervised Audio-Visual Soundscape Stylizationcited by 8
  27. 2023Novel-View Acoustic Synthesis from 3D Reconstructed Roomscited by 6
  28. 2023SoundCam: A Dataset for Finding Humans Using Room Acousticscited by 5

Built on by

Cited by year (2026 to 14 Oct)

Citing papers per year: 2025: 3; 2026: 5.

8 papers.