Steven Krenn

dblp:256/1721 · DBLP profile ↗
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11ranked-venue papers
0as first author
11since 2021 · last 2025
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 7 · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 7 since 2021
YearPublicationVenuePosition
2025 SoundVista: Novel-View Ambient Sound Synthesis via Visual-Acoustic Binding
abstract
We introduce SoundVista, a method to generate the ambient sound of an arbitrary scene at novel viewpoints. Given a pre-acquired recording of the scene from sparsely distributed microphones, SoundVista can synthesize the sound of that scene from an unseen target viewpoint. The method learns the underlying acoustic transfer function that relates the signals acquired at the distributed microphones to the signal at the target viewpoint, using a limited number of known recordings. Unlike existing works, our method does not require constraints or prior knowledge of sound source details. Moreover, our method efficiently adapts to diverse room layouts, reference microphone configurations and unseen environments. To enable this, we introduce a visual-acoustic binding module that learns visual embeddings linked with local acoustic properties from panoramic RGB and depth data. We first leverage these embeddings to optimize the placement of reference microphones in any given scene. During synthesis, we leverage multiple embeddings extracted from reference locations to get adaptive weights for their contribution, conditioned on target viewpoint. We benchmark the task on both publicly available data and real-world settings. We demonstrate significant improvements over existing methods.
Mingfei Chen, Israel D. Gebru, Ishwarya Ananthabhotla, Christian Richardt, Dejan Markovic, Jake Sandakly, Steven Krenn, Todd Keebler, Eli Shlizerman, Alexander Richard
CVPR7
2025 A2B: Neural Rendering of Ambisonic Recordings to Binaural
abstract
This paper introduces a novel neural network model for rendering binaural audio directly from ambisonic recordings. We optimized the model end-to-end to learn a direct mapping between ambisonic and binaural signals. Our approach eliminates traditional processing steps that were required to mitigate artifacts due to spherical harmonic order truncation and spatial aliasing, as well as other complex filtering needed to compensate for near-field sound sources. To showcase the advantage of neural network-based rendering over traditional signal processing approaches, we introduce a new dataset that includes challenging near-field sound sources, including speech and background noises. We demonstrate that our model can produce binaural audio results that closely match the fidelity of ground truth binaural recordings. Our comprehensive validation shows that the proposed method outperforms existing methods on several error metrics as well as in subjective evaluations. Model code, demos and datasets are available on our project webpage.
Israel D. Gebru, Todd Keebler, Jake Sandakly, Steven Krenn, Dejan Markovic, Julia Buffalini, Samuel Hassel, Alexander Richard
ICASSP4
2025 ComplexDec: A Domain-robust High-fidelity Neural Audio Codec with Complex Spectrum Modeling
abstract
Neural audio codecs have been widely adopted in audio-generative tasks because their compact and discrete representations are suitable for both large-language-model-style and regression-based generative models. However, most neural codecs struggle to model out-of-domain audio, resulting in error propagations to downstream generative tasks. In this paper, we first argue that information loss from codec compression degrades out-of-domain robustness. Then, we propose full-band 48 kHz ComplexDec with complex spectral input and output to ease the information loss while adopting the same 24 kbps bitrate as the baseline AuidoDec and ScoreDec. Objective and subjective evaluations demonstrate the out-of-domain robustness of ComplexDec trained using only the 30-hour VCTK corpus.
Yi-Chiao Wu, Dejan Markovic, Steven Krenn, Israel D. Gebru, Alexander Richard
ICASSP3
2025 BinauralFlow: A Causal and Streamable Approach for High-Quality Binaural Speech Synthesis with Flow Matching Models
abstract
Binaural rendering aims to synthesize binaural audio that mimics natural hearing based on a mono audio and the locations of the speaker and listener. Although many methods have been proposed to solve this problem, they struggle with rendering quality and streamable inference. Synthesizing high-quality binaural audio that is indistinguishable from real-world recordings requires precise modeling of binaural cues, room reverb, and ambient sounds. Additionally, real-world applications demand streaming inference. To address these challenges, we propose a flow matching based streaming binaural speech synthesis framework called BinauralFlow. We consider binaural rendering to be a generation problem rather than a regression problem and design a conditional flow matching model to render high-quality audio. Moreover, we design a causal U-Net architecture that estimates the current audio frame solely based on past information to tailor generative models for streaming inference. Finally, we introduce a continuous inference pipeline incorporating streaming STFT/ISTFT operations, a buffer bank, a midpoint solver, and an early skip schedule to improve rendering continuity and speed. Quantitative and qualitative evaluations demonstrate the superiority of our method over SOTA approaches. A perceptual study further reveals that our model is nearly indistinguishable from real-world recordings, with a 42% confusion rate.
Susan Liang, Dejan Markovic, Israel D. Gebru, Steven Krenn, Todd Keebler, Jake Sandakly, Frank Yu, Samuel Hassel, Chenliang Xu, Alexander Richard
ICML4
2024 ScoreDec: A Phase-Preserving High-Fidelity Audio Codec with a Generalized Score-Based Diffusion Post-Filter
abstract
Although recent mainstream waveform-domain end-to-end (E2E) neural audio codecs achieve impressive coded audio quality with a very low bitrate, the quality gap between the coded and natural audio is still significant. A generative adversarial network (GAN) training is usually required for these E2E neural codecs because of the difficulty of direct phase modeling. However, such adversarial learning hinders these codecs from preserving the original phase information. To achieve human-level naturalness with a reasonable bitrate, preserve the original phase, and get rid of the tricky and opaque GAN training, we develop a score-based diffusion post-filter (SPF) in the complex spectral domain and combine our previous AudioDec with the SPF to propose ScoreDec, which can be trained using only spectral and score-matching losses. Both the objective and subjective experimental results show that ScoreDec with a 24 kbps bitrate encodes and decodes full-band 48 kHz speech with human-level naturalness and well-preserved phase information.
Yi-Chiao Wu, Dejan Markovic, Steven Krenn, Israel D. Gebru, Alexander Richard
ICASSP3
2024 EARS: An Anechoic Fullband Speech Dataset Benchmarked for Speech Enhancement and Dereverberation
Julius Richter, Yi-Chiao Wu, Steven Krenn, Simon Welker, Bunlong Lay, Shinji Watanabe 0001, Alexander Richard, Timo Gerkmann
INTERSPEECH3
2024 Codec Avatar Studio: Paired Human Captures for Complete, Driveable, and Generalizable Avatars
abstract
To build photorealistic avatars that users can embody, human modelling must be complete (cover the full body), driveable (able to reproduce the current motion and appearance from the user), and generalizable (i.e., easily adaptable to novel identities).Towards these goals, paired captures, that is, captures of the same subject obtained from systems of diverse quality and availability, are crucial.However, paired captures are rarely available to researchers outside of dedicated industrial labs: Codec Avatar Studio is our proposal to close this gap.Towards generalization and driveability, we introduce a dataset of 256 subjects captured in two modalities: high resolution multi-view scans of their heads, and video from the internal cameras of a headset.Towards completeness, we introduce a dataset of 4 subjects captured in eight modalities: high quality relightable multi-view captures of heads and hands, full body multi-view captures with minimal and regular clothes, and corresponding head, hands and body phone captures.Together with our data, we also provide code and pre-trained models for different state-of-the-art human generation models.Our datasets and code are available at https://github.com/facebookresearch/ava-256 and https://github.com/facebookresearch/goliath.
Julieta Martinez 0001, Emily Kim, Javier Romero 0002, Timur M. Bagautdinov, Shunsuke Saito, Shoou-I Yu, Michael Zollhöfer, Te-Li Wang, Shaojie Bai, Chenghui Li, Shih-En Wei, Rohan Joshi, Wyatt Borsos, Tomas Simon, Jason M. Saragih, Paul Theodosis, Alexander Greene, Anjani Josyula, Silvio Maeta, Andrew Jewett, Simion Venshtain, Christopher Heilman, Yueh-Tung Chen, Sidi Fu, Mohamed Elshaer, Tingfang Du, Longhua Wu, Shen-Chi Chen, Youssef Emad, Steven Longay, Ashley Brewer, Hitesh Shah, Taylor Koska, Kayla Haidle, Matthew Andromalos, Joanna Hsu, Thomas Dauer, Peter Selednik, Timothy Godisart, Scott Ardisson, Matthew Cipperly, Ben Humberston, Lon Farr, Bob Hansen, Peihong Guo, Dave Braun, Steven Krenn, He Wen 0001, Lucas Evans, Natalia Fadeeva, Matthew Stewart, Gabriel Schwartz, Divam Gupta, Gyeongsik Moon, Takaaki Shiratori, Fabian Prada, Bernardo Pires, Julia Buffalini, Autumn Trimble, Kevyn McPhail, Melissa Schoeller, Yaser Sheikh
NeurIPS51
2023 Sounding Bodies: Modeling 3D Spatial Sound of Humans Using Body Pose and Audio
abstract
While 3D human body modeling has received much attention in computer vision, modeling the acoustic equivalent, i.e. modeling 3D spatial audio produced by body motion and speech, has fallen short in the community. To close this gap, we present a model that can generate accurate 3D spatial audio for full human bodies. The system consumes, as input, audio signals from headset microphones and body pose, and produces, as output, a 3D sound field surrounding the transmitter's body, from which spatial audio can be rendered at any arbitrary position in the 3D space. We collect a first-of-its-kind multimodal dataset of human bodies, recorded with multiple cameras and a spherical array of 345 microphones. In an empirical evaluation, we demonstrate that our model can produce accurate body-induced sound fields when trained with a suitable loss. Dataset and code are available online.
Xudong Xu, Dejan Markovic, Jake Sandakly, Todd Keebler, Steven Krenn, Alexander Richard
NeurIPS5
2022 Audio-Visual Speech Codecs: Rethinking Audio-Visual Speech Enhancement by Re-Synthesis
abstract
Since facial actions such as lip movements contain significant information about speech content, it is not surprising that audio-visual speech enhancement methods are more accurate than their audio-only counterparts. Yet, state-of-the-art approaches still struggle to generate clean, realistic speech without noise artifacts and unnatural distortions in challenging acoustic environments. In this paper, we propose a novel audio-visual speech enhancement framework for high-fidelity telecommunications in AR/VR. Our approach leverages audio-visual speech cues to generate the codes of a neural speech codec, enabling efficient synthesis of clean, realistic speech from noisy signals. Given the importance of speaker-specific cues in speech, we focus on developing personalized models that work well for individual speakers. We demonstrate the efficacy of our approach on a new audio-visual speech dataset collected in an unconstrained, large vocabulary setting, as well as existing audio-visual datasets, outperforming speech enhancement baselines on both quantitative metrics and human evaluation studies. Please see the supplemental video for qualitative results11https://github.com/facebookresearch/facestar/releases/download/paper_materials/video.mp4.
Karren Yang, Dejan Markovic, Steven Krenn, Vasu Agrawal, Alexander Richard
CVPR3
2021 Implicit HRTF Modeling Using Temporal Convolutional Networks
abstract
Estimation of accurate head-related transfer functions (HRTFs) is crucial to achieve realistic binaural acoustic experiences. HRTFs depend on source/listener locations and are therefore expensive and cumbersome to measure; traditional approaches require listener-dependent measurements of HRTFs at thousands of distinct spatial directions in an anechoic chamber. In this work, we present a data-driven approach to learn HRTFs implicitly with a neural network that achieves state of the art results compared to traditional approaches but relies on a much simpler data capture that can be performed in arbitrary, non-anechoic rooms. Despite that simpler and less acoustically ideal data capture, our deep learning based approach learns HRTF of high quality. We show in a perceptual study that the produced binaural audio is ranked on par with traditional DSP approaches by humans and illustrate that interaural time differences (ITDs), interaural level differences (ILDs) and spectral clues are accurately estimated.
Israel D. Gebru, Dejan Markovic, Alexander Richard, Steven Krenn, Gladstone Alexander Butler, Fernando De la Torre, Yaser Sheikh
ICASSP4
2021 Neural Synthesis of Binaural Speech From Mono Audio
Alexander Richard, Dejan Markovic, Israel D. Gebru, Steven Krenn, Gladstone Alexander Butler, Fernando De la Torre, Yaser Sheikh
ICLR4