Sönke Pelzer
RWTH Aachen University
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Sönke Pelzer.
Journal of Building Performance Simulation | 2015
Michael Vorländer; Dirk Schröder; Sönke Pelzer; Frank Wefers
Over the last decades, powerful prediction models have been developed in architectural acoustics, which are used for the calculation of sound propagation in indoor and/or outdoor scenarios. Sound insulation is predicted rather precisely by using direct and flanking transmission models of sound and vibration propagation. These prediction tools are already in use in architectural design and consulting. For the extension towards virtual reality (VR) systems, it is required to accelerate the prediction and simulation tools significantly and to allow an adaptive and interactive data processing during the simulation and 3D audio stimulus presentation. This article gives an overview on the current state-of-the-art of acoustic VR and discusses all relevant components in terms of accuracy, implementation and computational effort. With the progress in processing power, it is already possible to apply such VR concepts for architectural acoustics and to start perceptual studies in integrated architectural design processes.
Building Acoustics | 2014
Sönke Pelzer; Lukas Aspöck; Dirk Schröder; Michael Vorländer
To study the effects of any changes to a room or setting on the room acoustics, a framework was developed that enables immediate acoustic and visual feedback to the user. This is achieved by running interactive room acoustics simulations and auralizations in real-time. Physically based binaural room impulse responses (BRIRs) are calculated using the image source method and ray tracing and are divided into direct sound, early reflections and late reverberation. Any part of the BRIR is updated as quickly as possible depending on the users interaction with the scene. This includes changes to sources and receivers (positions/orientations/directivities/HRTF), to surface materials and to the room geometry itself. Using streaming low-latency convolution, an immediate feedback is provided to the user. A parallelization concept features multi-threading and networked PC-clusters, so that the workload can be effectively distributed, offering a scalability to simulate small to huge scenes, depending on the available computation power. For convenient scene design and interaction, a plug-in for Trimble SketchUp was developed that enables real-time room acoustics and room acoustics parameter visualization to this easy-to-use CAD modeling tool.
Archive | 2013
Michael Vorländer; Sönke Pelzer; Frank Wefers
The technology for creating an Acoustic Virtual Reality for wide variety of applications has been developed in the last decade. An important requirement of Virtual Reality is the multimodal approach which includes vision, sound, tactile and haptic stimuli. The process of creating a physical stimulus based on computer data is called “rendering”. The development of rendering and reproduction of acoustic stimuli in VR is now at a stage where integration of spatial room sound is feasible by using PCs. This applies to multi-channel binaural synthesis as well as to full room-acoustic simulation algorithms. In this chapter the basic concepts of real-time room acoustic simulation, early reflections’ and spatial reverberation rendering, binaural reproduction technology and dynamic realtime audio signal processing are presented.
Building Acoustics | 2013
Ingo Witew; Pascal Dietrich; Sönke Pelzer; Michael Vorländer
In a number of independent empiric studies it was shown that room acoustic single number parameters vary severely with small changes of the source and microphone position. Presently there is no evidence that these spatial fluctuations can be modelled using simulated impulse responses. As a result there is limited knowledge about the origin and the contributing influence factors of this variance over space. In this contribution the results of simulations using wave based as well as ray tracing simulations are compared to each other. It will be discussed if these simulations are able to predict the fluctuations that were found in measurement series taken in a number of different auditoria.
ICAT/EGVE/EuroVR | 2012
Dominik Rausch; Lukas Aspöck; Thomas Knott; Sönke Pelzer; Michael Vorländer; Torsten W. Kuhlen
While visual feedback is dominant in Virtual Environments, the use of other modalities like haptics and acoustics can enhance believability, immersion, and interaction performance. Haptic feedback is especially helpful for many interaction tasks like working with medical or precision tools. However, unlike visual and auditory feedback, haptic reproduction is often difficult to achieve due to hardware limitations. This article describes a user study to examine how auditory feedback can be used to substitute haptic feedback when interacting with a vibrating tool. Participants remove some target material with a round-headed drill while avoiding damage to the underlying surface. In the experiment, varying combinations of surface force feedback, vibration feedback, and auditory feedback are used. We describe the design of the user study and present the results, which show that auditory feedback can compensate the lack of haptic feedback.
Archive | 2010
Sönke Pelzer; Michael Vorländer
Buildings | 2014
Sönke Pelzer; Lukas Aspöck; Dirk Schröder; Michael Vorländer
Acta Acustica United With Acustica | 2011
Sönke Pelzer; Marc Aretz; Michael Vorländer
Proceedings Forum Acusticum - Kraków, 7-12 September 2014 | Forum Acusticum 2014, 7th - 12th September 2014, Krakow | 7/09/2014 - 12/09/2014 | Cracovia, Polonia | 2014
Antonio Pedrero González; Alexander Díaz Chyla; César Díaz Sanchidrián; Sönke Pelzer; Michael Vorländer
2nd International Auralization Symposium | 2014
Lukas Aspöck; Sönke Pelzer; Frank Wefers; Michael Vorländer