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Shahrokh Yadegari

dblp:175/4961 · also Shahrokh David Yadegari · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2024
0000-0001-7617-2325ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021

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.

Computer graphics and multimedia
1 paper
Audio and music processing · 67% Rendering · 33%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Audio and music processing
acoustic simulation
0.812024
Specular Path Generation and Near-Reflective Diffraction in Interactive Acoustical Simulations · IEEE Trans. Vis. Comput. Graph. 2024
Rendering
ray tracing
0.812024
Specular Path Generation and Near-Reflective Diffraction in Interactive Acoustical Simulations · IEEE Trans. Vis. Comput. Graph. 2024
Audio and music processing › acoustic simulation
sound propagation
0.812024
Specular Path Generation and Near-Reflective Diffraction in Interactive Acoustical Simulations · IEEE Trans. Vis. Comput. Graph. 2024

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

spatial sampling · 0.8deep neural network · 0.8GPU acceleration · 0.8
YearPublicationVenuePosition
2024 Specular Path Generation and Near-Reflective Diffraction in Interactive Acoustical Simulations
abstract
Most systems for simulating sound propagation in a virtual environment for interactive applications use ray- or path-based models of sound. With these models, the "early" (low-order) specular reflection paths play a key role in defining the "sound" of the environment. However, the wave nature of sound, and the fact that smooth objects are approximated by triangle meshes, pose challenges for creating realistic approximations of the reflection results. Existing methods which produce accurate results are too slow to be used in most interactive applications with dynamic scenes. This paper presents a method for reflections modeling called spatially sampled near-reflective diffraction (SSNRD), based on an existing approximate diffraction model, Volumetric Diffraction and Transmission (VDaT). The SSNRD model addresses the challenges mentioned above, produces results accurate to within 1-2 dB on average compared to edge diffraction, and is fast enough to generate thousands of paths in a few milliseconds in large scenes. This method encompasses scene geometry processing, path trajectory generation, spatial sampling for diffraction modeling, and a small deep neural network (DNN) to produce the final response of each path. All steps of the method are GPU-accelerated, and NVIDIA RTX real-time ray tracing hardware is used for spatial computing tasks beyond just traditional ray tracing.
Louis Pisha, Shahrokh Yadegari
IEEE Trans. Vis. Comput. Graph.2
2019 Head Related Impulse Response Interpolation and Extrapolation Using Deep Belief Networks
abstract
This paper presents a machine learning Deep Belief Network technique for interpolation and extrapolation of HRTF (Head Related Transfer Function) databases. In this technique, we decouple the stereo pair of HRTFs for each ear. Furthermore, we remove the inter-aural time differences (ITD) and distance attenuation from the recorded HRTF measurements such that the DBNs only interpolate and extrapolate the spectrum filtering of the audio for the two ears. Testing on the CIPIC and SCUT databases produces results of an average log spectral distortion less than 3 dB for all points around the head.
Grady Kestler, Shahrokh Yadegari, David Nahamoo
ICASSP2