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THX-NYU
Evaluation of Binaural Renderers
Goals
● Determine how different evaluative metrics impact user preference for a
renderer.
○ This can inform where specific improvements in the rendering process can be focused,
consistent with the end-goals of the application.
● Analyze the variance in performance of a sample of commercially available
binaural renderers.
● Examine the proposed methodology for the comprehensive evaluation of
binaural renderers.
Experimental Procedure
● The experiment was broken up into three phases
● Phase I assessed 3D sound localization errors: externalization, front/back
confusions, back/front confusions, and localization
○ These errors are particularly endemic in 3D audio reproduced over headphones
○ Stimuli - Three 2-second monophonic drum loops created in ProTools.
■ https://drive.google.com/file/d/1Co2-AkgMdKhRtSIVZ-gsRNbl6J3FScOs/view?usp=sharing
● Phase II assessed high-level qualitative characteristics of the resulting 3D
audio image.
● Phase III assessed total sound quality/overall preference through a forced
choice ranking of renderers.
○ Stimuli - Three 20-second surround-sound music and three 30-second surround sound movie
clips rendered for static binaural presentation.
■ https://drive.google.com/file/d/1C9Q-CJ9ALbv5u011oR_YzHx7FSTgKOMc/view?usp=sharing
● The document detailing the stimulus naming convention can be found here:
https://docs.google.com/document/d/1dY3J2TfrnGMHyyLFW-wCIvZ6Wq-Z9S4grNHbP0pXT8A/edit?usp=sharing
Methodology
● Though each renderer supported head-tracking in its native application, audio
was presented under a static binaural condition.
● Testing was performed using circumaural headphones (Sennheiser HD-650)
in a soundproof booth (NYU Dolan Isolation Booth).
● Custom software was used to administer the test and collect data.
○ Subjects indicated and submitted their responses on the graphical user interface (GUI) built in
MATLAB.
Renderers (Rendering Methodology)
00 - Google VR (Higher-Order Ambisonics)
01 - 3D Sound Labs (Higher-Order Ambisonics)
02 - VisiSonics (Direct virtualization through HRTFs)
03 - Facebook (First-Order Ambisonics)
04 - Dysonics (First-Order Ambisonics)
05 - Qualcomm (Higher-Order Ambisonics)
Subject Breakdown
● 79 Participants
● Below: Breakdown of subjects by 3D audio and VR experience
PHASE I
● Phase I consisted of four different test
○ Externalization
○ Front/Back Confusions
○ Up/Down Confusions
○ Localization
● Externalization, Front/Back and Up/Down Confusions resulted are presented in
following paper
○ https://drive.google.com/file/d/1aR_AJKjkHT-bhNolTEO80SDKV-redg_G/view?usp=sharing
● The Localization results are presented in the following paper
○ https://drive.google.com/file/d/1sB2yw3WWfeUi-cL6MAGWXPHDCCCerNQy/view?usp=sharing
Externalization
● Main Findings: Renderer, Stimulus, and Renderer*Stimulus (interaction term) were
found to have a significant on ratings of externalization. Shown below are the
estimated means output from the statistical model (see paper for more details).
Front/Back Confusions
● Main Findings: Renderer was found to have significant effect on the number
of front/back confusions. A consistent bias for reversing frontal stimuli to the
rear was found (consistent with previous literature).
Front/Back Confusions
● The grand mean reversal rate (left) and the reversal rate for each renderer (right)
as a function of azimuth is pictured below. Front/back confusions do not appear to
be azimuth-dependent. But, as seen on the right, the spread of the rates reaches a
minimum as 40/140 degrees azimuth.
Up/Down Confusions
● Main Findings: Renderer was found to have a significant effect on the number
of up/down confusions. No clear bias for up-down versus down-up reversals
was found (consistent with other literature).
Up/Down Confusions
● The reversal rate for each renderer (and the grand mean reversal rate) as a
function of azimuth is pictured below. No clear trend for the individual
renderers is discernible, but the grand mean appears to show reduced
prevalence of up/down confusions as one moves from the front/back towards
the sides of the head.
Localization
● Main Findings: Renderer was found to have a significant effect on regional
localization accuracy. On left presents renderer accuracy without correcting
for front-back confusions. On right presents renderer accuracy agnostic to
front-back confusions.
Localization - Distribution of Absolute Error
● To get an understanding of the severity of error judgements, error distributions for
each renderer are presented. Because we are concerned with accuracy agnostic to
front-back confusions, error was quantified as the number of zones off the subject’s
response was from the correct zone after correcting for confusions.
Localization - Distribution of Absolute Error by Zone
Main Findings: Localization accuracy is greater in the front of the head than at the sides of the head. The performance of
renderers at the sides of head (zone 3/9) contributes heavily to differences in localization accuracy.
Key findings - Phase I
● Rendering methodologies present significant tradeoffs in performance; no
renderer was superior in all tests.
● First-order Ambisonic renderers generally performed poorly, specifically with
regards to reversal errors and horizontal localization accuracy.
● Ratings of externalization were found to be highly content-specific, while the
other metrics were robust to changes in stimulus; externalization performs
more similarly to the sound qualities than the other localization errors.
PHASE II
● Phase II assessed five different sound quality attributes
○ Naturalness
○ Spaciousness
○ Clarity
○ Timbral Balance
○ Dialogue Intelligibility (movie stimuli only)
● Subjects were either presented movie or music stimuli throughout the entirety
of Phase II (and Phase III).
○ Music: n = 36
○ Movie: n = 31
● Renderers were presented side-by-side and the quality assessed on a
discrete 1 - 5 scale (1 = worst, 5 = best).
Naturalness
● Main Findings: Renderer and Renderer-Stimuli interaction were found to have
a significant effect on ratings on naturalness (music on left, movie on right).
Spaciousness
● Main Findings: Renderer and Renderer-Stimuli interaction were found to have
a significant effect on ratings on spaciousness.
Clarity
● Main Findings: Renderer and Renderer-Stimuli interaction were found to have
a significant effect on ratings of clarity.
Timbral Balance
● Main Findings: Renderer and Renderer-Stimuli interaction were found to have
a significant effect on ratings on timbral balance.
Dialogue Intelligibility (movie stimuli only)
● Main Findings: Renderer and Renderer-Stimuli interaction were found to have
a significant effect on ratings on dialogue intelligibility.
Key findings - Phase II
● The experimental conditions result in differences in renderer performance.
○ Assessments of sound quality attributes for each renderer are highly dependent on the
content.
PHASE III
● Phase III was a global assessment of sound quality of the renderers
● Subjects rated, in a forced-choice setting, overall preference for renderers,
resulting in a ranking from 1-6.
● Subjects were either presented movie or music stimuli, consistent which the
type selected in Phase II. These stimuli were identical to those used in Phase
II.
Overall Ranking - (6 is best, 1 is worst)
Main Findings: Renderer and Renderer-Stimulus interaction were found to have
a significant effect on total sound quality.
Key findings - Phase III
● Assessments of user preference are dependent on the content (movie vs.
music).
Conclusions
● Renderer performance is extremely variable.
● Rendering methodologies present clear tradeoffs in terms of performance and
the renderer.
○ Selecting a renderer for one’s content should be made consistent with the end-goals of the
application.

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Patrick Flanagan (THX): Binaural Evaluations of Rendering Methods: Using 3D Audio for Immersive Experiences

  • 2. Goals ● Determine how different evaluative metrics impact user preference for a renderer. ○ This can inform where specific improvements in the rendering process can be focused, consistent with the end-goals of the application. ● Analyze the variance in performance of a sample of commercially available binaural renderers. ● Examine the proposed methodology for the comprehensive evaluation of binaural renderers.
  • 3. Experimental Procedure ● The experiment was broken up into three phases ● Phase I assessed 3D sound localization errors: externalization, front/back confusions, back/front confusions, and localization ○ These errors are particularly endemic in 3D audio reproduced over headphones ○ Stimuli - Three 2-second monophonic drum loops created in ProTools. ■ https://drive.google.com/file/d/1Co2-AkgMdKhRtSIVZ-gsRNbl6J3FScOs/view?usp=sharing ● Phase II assessed high-level qualitative characteristics of the resulting 3D audio image. ● Phase III assessed total sound quality/overall preference through a forced choice ranking of renderers. ○ Stimuli - Three 20-second surround-sound music and three 30-second surround sound movie clips rendered for static binaural presentation. ■ https://drive.google.com/file/d/1C9Q-CJ9ALbv5u011oR_YzHx7FSTgKOMc/view?usp=sharing ● The document detailing the stimulus naming convention can be found here: https://docs.google.com/document/d/1dY3J2TfrnGMHyyLFW-wCIvZ6Wq-Z9S4grNHbP0pXT8A/edit?usp=sharing
  • 4. Methodology ● Though each renderer supported head-tracking in its native application, audio was presented under a static binaural condition. ● Testing was performed using circumaural headphones (Sennheiser HD-650) in a soundproof booth (NYU Dolan Isolation Booth). ● Custom software was used to administer the test and collect data. ○ Subjects indicated and submitted their responses on the graphical user interface (GUI) built in MATLAB.
  • 5. Renderers (Rendering Methodology) 00 - Google VR (Higher-Order Ambisonics) 01 - 3D Sound Labs (Higher-Order Ambisonics) 02 - VisiSonics (Direct virtualization through HRTFs) 03 - Facebook (First-Order Ambisonics) 04 - Dysonics (First-Order Ambisonics) 05 - Qualcomm (Higher-Order Ambisonics)
  • 6. Subject Breakdown ● 79 Participants ● Below: Breakdown of subjects by 3D audio and VR experience
  • 7. PHASE I ● Phase I consisted of four different test ○ Externalization ○ Front/Back Confusions ○ Up/Down Confusions ○ Localization ● Externalization, Front/Back and Up/Down Confusions resulted are presented in following paper ○ https://drive.google.com/file/d/1aR_AJKjkHT-bhNolTEO80SDKV-redg_G/view?usp=sharing ● The Localization results are presented in the following paper ○ https://drive.google.com/file/d/1sB2yw3WWfeUi-cL6MAGWXPHDCCCerNQy/view?usp=sharing
  • 8. Externalization ● Main Findings: Renderer, Stimulus, and Renderer*Stimulus (interaction term) were found to have a significant on ratings of externalization. Shown below are the estimated means output from the statistical model (see paper for more details).
  • 9. Front/Back Confusions ● Main Findings: Renderer was found to have significant effect on the number of front/back confusions. A consistent bias for reversing frontal stimuli to the rear was found (consistent with previous literature).
  • 10. Front/Back Confusions ● The grand mean reversal rate (left) and the reversal rate for each renderer (right) as a function of azimuth is pictured below. Front/back confusions do not appear to be azimuth-dependent. But, as seen on the right, the spread of the rates reaches a minimum as 40/140 degrees azimuth.
  • 11. Up/Down Confusions ● Main Findings: Renderer was found to have a significant effect on the number of up/down confusions. No clear bias for up-down versus down-up reversals was found (consistent with other literature).
  • 12. Up/Down Confusions ● The reversal rate for each renderer (and the grand mean reversal rate) as a function of azimuth is pictured below. No clear trend for the individual renderers is discernible, but the grand mean appears to show reduced prevalence of up/down confusions as one moves from the front/back towards the sides of the head.
  • 13. Localization ● Main Findings: Renderer was found to have a significant effect on regional localization accuracy. On left presents renderer accuracy without correcting for front-back confusions. On right presents renderer accuracy agnostic to front-back confusions.
  • 14. Localization - Distribution of Absolute Error ● To get an understanding of the severity of error judgements, error distributions for each renderer are presented. Because we are concerned with accuracy agnostic to front-back confusions, error was quantified as the number of zones off the subject’s response was from the correct zone after correcting for confusions.
  • 15. Localization - Distribution of Absolute Error by Zone Main Findings: Localization accuracy is greater in the front of the head than at the sides of the head. The performance of renderers at the sides of head (zone 3/9) contributes heavily to differences in localization accuracy.
  • 16. Key findings - Phase I ● Rendering methodologies present significant tradeoffs in performance; no renderer was superior in all tests. ● First-order Ambisonic renderers generally performed poorly, specifically with regards to reversal errors and horizontal localization accuracy. ● Ratings of externalization were found to be highly content-specific, while the other metrics were robust to changes in stimulus; externalization performs more similarly to the sound qualities than the other localization errors.
  • 17. PHASE II ● Phase II assessed five different sound quality attributes ○ Naturalness ○ Spaciousness ○ Clarity ○ Timbral Balance ○ Dialogue Intelligibility (movie stimuli only) ● Subjects were either presented movie or music stimuli throughout the entirety of Phase II (and Phase III). ○ Music: n = 36 ○ Movie: n = 31 ● Renderers were presented side-by-side and the quality assessed on a discrete 1 - 5 scale (1 = worst, 5 = best).
  • 18. Naturalness ● Main Findings: Renderer and Renderer-Stimuli interaction were found to have a significant effect on ratings on naturalness (music on left, movie on right).
  • 19. Spaciousness ● Main Findings: Renderer and Renderer-Stimuli interaction were found to have a significant effect on ratings on spaciousness.
  • 20. Clarity ● Main Findings: Renderer and Renderer-Stimuli interaction were found to have a significant effect on ratings of clarity.
  • 21. Timbral Balance ● Main Findings: Renderer and Renderer-Stimuli interaction were found to have a significant effect on ratings on timbral balance.
  • 22. Dialogue Intelligibility (movie stimuli only) ● Main Findings: Renderer and Renderer-Stimuli interaction were found to have a significant effect on ratings on dialogue intelligibility.
  • 23. Key findings - Phase II ● The experimental conditions result in differences in renderer performance. ○ Assessments of sound quality attributes for each renderer are highly dependent on the content.
  • 24. PHASE III ● Phase III was a global assessment of sound quality of the renderers ● Subjects rated, in a forced-choice setting, overall preference for renderers, resulting in a ranking from 1-6. ● Subjects were either presented movie or music stimuli, consistent which the type selected in Phase II. These stimuli were identical to those used in Phase II.
  • 25. Overall Ranking - (6 is best, 1 is worst) Main Findings: Renderer and Renderer-Stimulus interaction were found to have a significant effect on total sound quality.
  • 26. Key findings - Phase III ● Assessments of user preference are dependent on the content (movie vs. music).
  • 27. Conclusions ● Renderer performance is extremely variable. ● Rendering methodologies present clear tradeoffs in terms of performance and the renderer. ○ Selecting a renderer for one’s content should be made consistent with the end-goals of the application.