# Materialistic RIR: Material Conditioned Realistic RIR Generation

arXiv: https://arxiv.org/abs/2604.21119 · HTML: https://mlsanity.com/paper/2604.21119/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 44 of its 80 references that are in the map.
- First posted on arXiv 22 Apr 2026.

## Builds on (most cited first, 30 of 44)

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [An Image is Worth 16x16 Words: Transformers for Image Recognition at Scale](https://mlsanity.com/paper/2010.11929/) (2020)
- [BLIP-2: Bootstrapping Language-Image Pre-training with Frozen Image Encoders and Large Language Models](https://mlsanity.com/paper/2301.12597/) (2023)
- [SGDR: Stochastic Gradient Descent with Warm Restarts](https://mlsanity.com/paper/1608.03983/) (2016)
- [Squeeze-and-Excitation Networks](https://mlsanity.com/paper/1709.01507/) (2017)
- [Matterport3D: Learning from RGB-D Data in Indoor Environments](https://mlsanity.com/paper/1709.06158/) (2017)
- [Empirical Evaluation of Rectified Activations in Convolutional Network](https://mlsanity.com/paper/1505.00853/) (2015)
- [InternImage: Exploring Large-Scale Vision Foundation Models with Deformable Convolutions](https://mlsanity.com/paper/2211.05778/) (2022)
- [Cross-Entropy Loss Functions: Theoretical Analysis and Applications](https://mlsanity.com/paper/2304.07288/) (2023)
- [MiDaS v3.1 -- A Model Zoo for Robust Monocular Relative Depth Estimation](https://mlsanity.com/paper/2307.14460/) (2023)
- [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)
- [Semantic Audio-Visual Navigation](https://mlsanity.com/paper/2012.11583/) (2020)
- [Learning Neural Acoustic Fields](https://mlsanity.com/paper/2204.00628/) (2022)
- [AV-SAM: Segment Anything Model Meets Audio-Visual Localization and Segmentation](https://mlsanity.com/paper/2305.01836/) (2023)
- [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)
- [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)
- [Novel-View Acoustic Synthesis](https://mlsanity.com/paper/2301.08730/) (2023)
- [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)
- [Visual Context-driven Audio Feature Enhancement for Robust End-to-End Audio-Visual Speech Recognition](https://mlsanity.com/paper/2207.06020/) (2022)
- [Neural Acoustic Context Field: Rendering Realistic Room Impulse Response With Neural Fields](https://mlsanity.com/paper/2309.15977/) (2023)
- [AV-RIR: Audio-Visual Room Impulse Response Estimation](https://mlsanity.com/paper/2312.00834/) (2023)
- [Active Audio-Visual Separation of Dynamic Sound Sources](https://mlsanity.com/paper/2202.00850/) (2022)
- [AdVerb: Visually Guided Audio Dereverberation](https://mlsanity.com/paper/2308.12370/) (2023)

## Abstract (arXiv)

Rings like gold, thuds like wood! The sound we hear in a scene is shaped not only by the spatial layout of the environment but also by the materials of the objects and surfaces within it. For instance, a room with wooden walls will produce a different acoustic experience from a room with the same spatial layout but concrete walls. Accurately modeling these effects is essential for applications such as virtual reality, robotics, architectural design, and audio engineering. Yet, existing methods for acoustic modeling often entangle spatial and material influences in correlated representations, which limits user control and reduces the realism of the generated acoustics. In this work, we present a novel approach for material-controlled Room Impulse Response (RIR) generation that explicitly disentangles the effects of spatial and material cues in a scene. Our approach models the RIR using two modules: a spatial module that captures the influence of the spatial layout of the scene, and a material module that modulates this spatial RIR according to a user-specified material configuration. This explicitly disentangled design allows users to easily modify the material configuration of a scene and observe its impact on acoustics without altering the spatial structure or scene content. Our model provides significant improvements over prior approaches on both acoustic-based metrics (up to +16% on RTE) and material-based metrics (up to +70%). Furthermore, through a human perceptual study, we demonstrate the improved realism and material sensitivity of our model compared to the strongest baselines.
