Real-time massive convolution for audio applications on GPU

Author:

Belloch Jose A.,Gonzalez Alberto,Martínez-Zaldívar F. J.,Vidal Antonio M.

Publisher

Springer Science and Business Media LLC

Subject

Hardware and Architecture,Information Systems,Theoretical Computer Science,Software

Reference14 articles.

1. Spors S, Rabenstein R, Herbordt W (2007) Active listening room compensation for massive multichannel sound reproduction system using wave-domain adaptive filtering. J Acoust Soc Am 122:354–369

2. Huang Y, Benesty J, Chen J (2008) Generalized crosstalk cancellation and equalization using multiple loudspeakers for 3D sound reproduction at the ears of multiple listeners. In: IEEE int conference on acoustics, speech and signal processing, Las Vegas, USA, pp 405–408

3. Cowan B, Kapralos B (2008) Spatial sound for video games and virtual environments utilizing real-time GPU-based convolution. In: Proceedings of the ACM FuturePlay 2008 international conference on the future of game design and technology, Toronto, Ontario, Canada, November 3–5

4. Belloch JA, Vidal AM, Martinez-Zaldivar FJ, Gonzalez A (2010) Multichannel acoustic signal processing on GPU. In: Proceedings of the 10th international conference on computational and mathematical methods in science and engineering, vol 1. Almeria, Spain, June 26–30, pp 181–187

5. Cowan B, Kapralos B (2009) GPU-based one-dimensional convolution for real-time spatial sound generation. Sch J 3(5)

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