# Hearing Anywhere in Any Environment

arXiv: https://arxiv.org/abs/2504.10746 · HTML: https://mlsanity.com/paper/2504.10746/

## 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 (most cited first, 30 of 40)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [An Image is Worth 16x16 Words: Transformers for Image Recognition at Scale](https://mlsanity.com/paper/2010.11929/) (2020)
- [Implicit Neural Representations with Periodic Activation Functions](https://mlsanity.com/paper/2006.09661/) (2020)
- [Habitat: A Platform for Embodied AI Research](https://mlsanity.com/paper/1904.01201/) (2019)
- [Pyroomacoustics: A Python package for audio room simulations and array processing algorithms](https://mlsanity.com/paper/1710.04196/) (2017)
- [Look, Listen, and Act: Towards Audio-Visual Embodied Navigation](https://mlsanity.com/paper/1912.11684/) (2019)
- [SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic Learning](https://mlsanity.com/paper/2206.08312/) (2022)
- [Self-Supervised Generation of Spatial Audio for 360 Video](https://mlsanity.com/paper/1809.02587/) (2018)
- [Learning Neural Acoustic Fields](https://mlsanity.com/paper/2204.00628/) (2022)
- [2.5D Visual Sound](https://mlsanity.com/paper/1812.04204/) (2018)
- [VisualEchoes: Spatial Image Representation Learning through Echolocation](https://mlsanity.com/paper/2005.01616/) (2020)
- [AV-NeRF: Learning Neural Fields for Real-World Audio-Visual Scene Synthesis](https://mlsanity.com/paper/2302.02088/) (2023)
- [Few-Shot Audio-Visual Learning of Environment Acoustics](https://mlsanity.com/paper/2206.04006/) (2022)
- [Visual Acoustic Matching](https://mlsanity.com/paper/2202.06875/) (2022)
- [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)
- [Tell What You Hear From What You See -- Video to Audio Generation Through Text](https://mlsanity.com/paper/2411.05679/) (2024)
- [Novel-View Acoustic Synthesis](https://mlsanity.com/paper/2301.08730/) (2023)
- [Far-Field Automatic Speech Recognition](https://mlsanity.com/paper/2009.09395/) (2020)
- [BatVision: Learning to See 3D Spatial Layout with Two Ears](https://mlsanity.com/paper/1912.07011/) (2019)
- [Scene-Aware Audio for 360textdegree Videos](https://mlsanity.com/paper/1805.04792/) (2018)
- [GWA: A Large High-Quality Acoustic Dataset for Audio Processing](https://mlsanity.com/paper/2204.01787/) (2022)
- [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)
- [From Vision to Audio and Beyond: A Unified Model for Audio-Visual Representation and Generation](https://mlsanity.com/paper/2409.19132/) (2024)
- [Geometry-Aware Multi-Task Learning for Binaural Audio Generation from Video](https://mlsanity.com/paper/2111.10882/) (2021)
- [Deep Impulse Responses: Estimating and Parameterizing Filters with Deep Networks](https://mlsanity.com/paper/2202.03416/) (2022)
- [AV-RIR: Audio-Visual Room Impulse Response Estimation](https://mlsanity.com/paper/2312.00834/) (2023)
- [Real Acoustic Fields: An Audio-Visual Room Acoustics Dataset and Benchmark](https://mlsanity.com/paper/2403.18821/) (2024)
- [Structure from Silence: Learning Scene Structure from Ambient Sound](https://mlsanity.com/paper/2111.05846/) (2021)

## Built on by (most cited first, 8 of 8)

- [Differentiable Room Acoustic Rendering with Multi-View Vision Priors](https://mlsanity.com/paper/2504.21847/) (2025)
- [SonoWorld: From One Image to a 3D Audio-Visual Scene](https://mlsanity.com/paper/2603.28757/) (2026)
- [Few-shot Acoustic Synthesis with Multimodal Flow Matching](https://mlsanity.com/paper/2603.19176/) (2026)
- [Resounding Acoustic Fields with Reciprocity](https://mlsanity.com/paper/2510.20602/) (2025)
- [PromptReverb: Multimodal Room Impulse Response Generation Through Latent Rectified Flow Matching](https://mlsanity.com/paper/2510.22439/) (2025)
- [Materialistic RIR: Material Conditioned Realistic RIR Generation](https://mlsanity.com/paper/2604.21119/) (2026)
- [EigeNet: Geometry-Informed Multi-Modal Learning for Few-shot Novel View RIR Prediction](https://mlsanity.com/paper/2605.28101/) (2026)
- [Audible World Models: Spatially Aware Sound Generation for 3D Worlds](https://mlsanity.com/paper/2609.38444/) (2026)

## 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.
