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Seán O'Leary

dblp:311/3921 · DBLP profile ↗
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4ranked-venue papers
2as first author
2since 2021 · last 2021
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 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 · 100%

Topics — the 1 heaviest of 1, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Audio and music processing › sound synthesis
sound texture synthesis
0.212016
A Montage Approach to Sound Texture Synthesis · IEEE ACM Trans. Audio Speech Lang. Process. 2016

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

sequence modeling · 0.2montage approach · 0.2concatenative synthesis · 0.2
YearPublicationVenuePosition
2021 Audio representations for deep learning in sound synthesis: A review
abstract
The rise of deep learning algorithms has led many researchers to withdraw from using classic signal processing methods for sound generation. Deep learning models have achieved expressive voice synthesis, realistic sound textures, and musical notes from virtual instruments. However, the most suitable deep learning architecture is still under investigation. The choice of architecture is tightly coupled to the audio representations. A sound’s original waveform can be too dense and rich for deep learning models to deal with efficiently -and complexity increases training time and computational cost. Also, it does not represent sound in the manner in which it is perceived. Therefore, in many cases, the raw audio has been transformed into a compressed and more meaningful form using upsampling, feature-extraction, or even by adopting a higher level illustration of the waveform. Furthermore, conditional on the form chosen, additional conditioning representations, different model architectures, and numerous metrics for evaluating the reconstructed sound have been investigated. This paper provides an overview of audio representations applied to sound synthesis using deep learning. Additionally, it presents the most significant methods for developing and evaluating a sound synthesis architecture using deep learning models, always depending on the audio representation.
Anastasia Natsiou, Seán O'Leary
AICCSA2
2021 A sinusoidal signal reconstruction method for the inversion of the mel-spectrogram
abstract
The synthesis of sound via deep learning methods has recently received much attention. Some problems for deep learning approaches to sound synthesis relate to the amount of data needed to specify an audio signal and the necessity of preserving both the long and short time coherence of the synthesised signal. Visual time-frequency representations such as the log-mel-spectrogram have gained in popularity. The log-mel-spectrogram is a perceptually informed representation of audio that greatly compresses the amount of information required for the description of the sound. However, because of this compression, this representation is not directly invertible. Both signal processing and machine learning techniques have previously been applied to the inversion of the log-mel-spectrogram but they both caused audible distortions in the synthesised sounds due to issues of temporal and spectral coherence. In this paper, we outline the application of a sinusoidal model to the ‘inversion’ of the log-mel-spectrogram for pitched musical instrument sounds outperforming state-of-the-art deep learning methods. The approach could be later used as a general decoding step from spectral to time intervals in neural applications.
Anastasia Natsiou, Seán O'Leary
ISM2
2016 A Montage Approach to Sound Texture Synthesis
abstract
Sound texture synthesis has applications in creating audio scenes for film and video games. In this paper, a novel algorithm for sound texture synthesis is presented. The goal of this algorithm is to produce new examples of a given sampled texture, the synthesized textures being of any desired duration. The algorithm is based on a montage approach to synthesis in that the original sample is cut into small pieces, referred to as atoms, and these atoms are concatenated together in a new sequence, preserving certain structures of the original texture. The sequence modelling of the atoms has two levels: atoms are concatenated to create segments and segments are concatenated, based on their history, to create textures. This approach deals with problems of repetition associated with sampling based sound texture synthesis techniques. Listening tests show that the results of the synthesis are very promising for a broad range of textures, including quasi-periodic and more random textures.
Seán O'Leary, Axel Röbel
IEEE ACM Trans. Audio Speech Lang. Process.1
2014 A Two Level Montage Approach to Sound Texture Synthesis with Treatment of Unique Events
Seán O'Leary, Axel Röbel
DAFx1