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Philip W. Robinson

dblp:322/5560 · DBLP profile ↗
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6ranked-venue papers
0as first author
4since 2021 · last 2025
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 since 2021Artificial intelligence and machine learning · 4 · 3 since 2021Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
4 papers
Robot navigation and mapping · 51% 3D vision · 49%
Computer graphics and multimedia
3 papers
Audio and music processing · 94% Multimedia analysis and retrieval · 6%

Topics — the 10 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Robot navigation and mapping › mobile robot navigation › sensor-based navigation
audio-visual navigation
1.022022
SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic Learning · NeurIPS 2022
SoundSpaces: Audio-Visual Navigation in 3D Environments · ECCV (6) 2020
Audio and music processing › room acoustics
room impulse response estimation
0.912025
Hearing Anywhere in Any Environment · CVPR 2025
Audio and music processing
spatial audio
0.912025
Hearing Anywhere in Any Environment · CVPR 2025
Robotics › Robot navigation and mapping
embodied navigation
0.612022
SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic Learning · NeurIPS 2022
Audio and music processing
acoustic simulation
0.612022
SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic Learning · NeurIPS 2022
Computer vision › 3D vision
3d scene understanding
0.512021
Audio-Visual Floorplan Reconstruction · ICCV 2021
Computer vision › 3D vision › 3d scene reconstruction
floorplan reconstruction
0.512021
Audio-Visual Floorplan Reconstruction · ICCV 2021
Computer vision › 3D vision
depth estimation
0.312025
Hearing Anywhere in Any Environment · CVPR 2025
Computer vision › 3D vision › depth estimation › panoramic depth estimation
panoramic indoor depth
0.312025
Hearing Anywhere in Any Environment · CVPR 2025
Multimedia analysis and retrieval
audio-visual learning
0.212022
SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic Learning · NeurIPS 2022

Methods — techniques the papers use, named apart from their topics

sim-to-real transfer · 1.7geometric feature extraction · 1.7RIR encoding · 1.7sim2real · 1.1geometry-based acoustic rendering · 1.1multimodal encoder-decoder · 1.0
YearPublicationVenuePosition
2025 Hearing Anywhere in Any Environment
abstract
In mixed reality applications, a realistic acoustic experience in spatial environments is as crucial as the visual experience for achieving true immersion. Despite recent advances in neural approaches for Room Impulse Response (RIR) estimation, most existing methods are limited to the single environment on which they are trained, lacking the ability to generalize to new rooms with different geometries and surface materials. We aim to develop a unified model capable of reconstructing the spatial acoustic experience of any environment with minimum additional measurements. To this end, we present xRIR, a framework for cross-room RIR prediction. The core of our generalizable approach lies in combining a geometric feature extractor, which captures spatial context from panorama depth images, with a RIR encoder that extracts detailed acoustic features from only a few reference RIR samples. To evaluate our method, we introduce AcousticRooms, a new dataset featuring high-fidelity simulation of over 300,000 RIRs from 260 rooms. Experiments show that our method strongly outperforms a series of baselines. Furthermore, we successfully perform sim-to-real transfer by evaluating our model on four real-world environments, demonstrating the generalizability of our approach and the realism of our dataset.
Xiulong Liu 0002, Anurag Kumar 0003, Paul Calamia, Sebastià Vicenc Amengual Garí, Calvin Murdock, Ishwarya Ananthabhotla, Philip W. Robinson, Eli Shlizerman, Vamsi K. Ithapu, Ruohan Gao
CVPR7
2023 Learning to Personalize Equalization for High-Fidelity Spatial Audio Reproduction
abstract
Reproducing accurate and perceptually realistic spatial audio for augmented and virtual reality (AR/VR) requires the headphones to have a flat frequency response. This can be achieved by equalizing the headphone transducers’ output given the transfer function between the transducer and the human ear, referred to as Ear Acoustic Response (EAR). EAR is unique to every individual and is a function of the transducer characteristics, the user’s anthropometric features (e.g. ear and head shape) and the interactions between the two. This paper proposes a novel method to infer the EAR given the ear features of any listener using a probabilistic framework and a sub-sample of the population as prior. We introduce an approach to assess the level of personalization achieved and benchmark the improvements delivered by the proposed algorithm relative to a generic solution.
Pablo Hoffmann, Sebastian Prepelita, Philip W. Robinson, Vamsi K. Ithapu, David L. Alon
ICASSP4
2022 SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic Learning
abstract
We introduce SoundSpaces 2.0, a platform for on-the-fly geometry-based audio rendering for 3D environments. Given a 3D mesh of a real-world environment, SoundSpaces can generate highly realistic acoustics for arbitrary sounds captured from arbitrary microphone locations. Together with existing 3D visual assets, it supports an array of audio-visual research tasks, such as audio-visual navigation, mapping, source localization and separation, and acoustic matching. Compared to existing resources, SoundSpaces 2.0 has the advantages of allowing continuous spatial sampling, generalization to novel environments, and configurable microphone and material properties. To our knowledge, this is the first geometry-based acoustic simulation that offers high fidelity and realism while also being fast enough to use for embodied learning. We showcase the simulator's properties and benchmark its performance against real-world audio measurements. In addition, we demonstrate two downstream tasks---embodied navigation and far-field automatic speech recognition---and highlight sim2real performance for the latter. SoundSpaces 2.0 is publicly available to facilitate wider research for perceptual systems that can both see and hear.
Changan Chen, Carl Schissler, Sanchit Garg, Philip Kobernik, Alexander Clegg, Paul Calamia, Dhruv Batra, Philip W. Robinson, Kristen Grauman
NeurIPS8
2021 Audio-Visual Floorplan Reconstruction
abstract
Given only a few glimpses of an environment, how much can we infer about its entire floorplan? Existing methods can map only what is visible or immediately apparent from context, and thus require substantial movements through a space to fully map it. We explore how both audio and visual sensing together can provide rapid floorplan reconstruction from limited viewpoints. Audio not only helps sense geometry outside the camera’s field of view, but it also reveals the existence of distant freespace (e.g., a dog barking in another room) and suggests the presence of rooms not visible to the camera (e.g., a dishwasher humming in what must be the kitchen to the left). We introduce AV-Map, a novel multi-modal encoder-decoder framework that reasons jointly about audio and vision to reconstruct a floorplan from a short input video sequence. We train our model to predict both the interior structure of the environment and the associated rooms’ semantic labels. Our results on 85 large real-world environments show the impact: with just a few glimpses spanning 26% of an area, we can estimate the whole area with 66% accuracy—substantially better than the state of the art approach for extrapolating visual maps.
Senthil Purushwalkam, Sebastià Vicenc Amengual Garí, Vamsi K. Ithapu, Carl Schissler, Philip W. Robinson, Abhinav Gupta 0001, Kristen Grauman
ICCV5
2020 SoundSpaces: Audio-Visual Navigation in 3D Environments
Changan Chen, Unnat Jain, Carl Schissler, Sebastià Vicenc Amengual Garí, Ziad Al-Halah, Vamsi K. Ithapu, Philip W. Robinson, Kristen Grauman
ECCV (6)7
2018 Effects of virtual acoustics on target-word identification performance in multi-talker environments
abstract
Many virtual reality applications let multiple users communicate in a multi-talker environment, recreating the classic cocktail-party effect. While there is a vast body of research focusing on the perception and intelligibility of human speech in real-world scenarios with cocktail party effects, there is little work in accurately modeling and evaluating the effect in virtual environments. Given the goal of evaluating the impact of virtual acoustic simulation on the cocktail party effect, we conducted experiments to establish the signal-to-noise ratio (SNR) thresholds for target-word identification performance. Our evaluation was performed for sentences from the coordinate response measure corpus in presence of multi-talker babble. The thresholds were established under varying sound propagation and spatialization conditions. We used a state-of-the-art geometric acoustic system integrated into the Unity game engine to simulate varying conditions of reverberance (direct sound, direct sound & early reflections, direct sound and early reflections and late reverberation) and spatialization (mono, stereo, and binaural). Our results show that spatialization has the biggest effect on the ability of listeners to discern the target words in multi-talker virtual environments. Reverberance, on the other hand, slightly affects the target word discerning ability negatively.
Atul Rungta, Nicholas Rewkowski, Carl Schissler, Philip W. Robinson, Ravish Mehra, Dinesh Manocha
SAP4