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 av-nerf


AV-NeRF: Learning Neural Fields for Real-World Audio-Visual Scene Synthesis

Neural Information Processing Systems

We answer it by studying a new task---real-world audio-visual scene synthesis---and a first-of-its-kind NeRF-based approach for multimodal learning. Concretely, given a video recording of an audio-visual scene, the task is to synthesize new videos with spatial audios along arbitrary novel camera trajectories in that scene. We propose an acoustic-aware audio generation module that integrates prior knowledge of audio propagation into NeRF, in which we implicitly associate audio generation with the 3D geometry and material properties of a visual environment. Furthermore, we present a coordinate transformation module that expresses a view direction relative to the sound source, enabling the model to learn sound source-centric acoustic fields. To facilitate the study of this new task, we collect a high-quality Real-World Audio-Visual Scene (RWAVS) dataset.


AV-GS: Learning Material and Geometry Aware Priors for Novel View Acoustic Synthesis

Bhosale, Swapnil, Yang, Haosen, Kanojia, Diptesh, Deng, Jiankang, Zhu, Xiatian

arXiv.org Artificial Intelligence

Novel view acoustic synthesis (NVAS) aims to render binaural audio at any target viewpoint, given a mono audio emitted by a sound source at a 3D scene. Existing methods have proposed NeRF-based implicit models to exploit visual cues as a condition for synthesizing binaural audio. However, in addition to low efficiency originating from heavy NeRF rendering, these methods all have a limited ability of characterizing the entire scene environment such as room geometry, material properties, and the spatial relation between the listener and sound source. To address these issues, we propose a novel Audio-Visual Gaussian Splatting (AV-GS) model. To obtain a material-aware and geometry-aware condition for audio synthesis, we learn an explicit point-based scene representation with an audio-guidance parameter on locally initialized Gaussian points, taking into account the space relation from the listener and sound source. To make the visual scene model audio adaptive, we propose a point densification and pruning strategy to optimally distribute the Gaussian points, with the per-point contribution in sound propagation (e.g., more points needed for texture-less wall surfaces as they affect sound path diversion).