Summary
This work introduces an approach for generating spatial audio from a 3D human pose and microphones placed close to the subject’s head, e.g. on a VR/AR headset, as is the case here. The authors first collect a multimodal dataset that contains 3D bodies and audio, recorded using multiple Kinects for body tracking and 345 microphones for audio acquisition. The dataset contains multiple participants in different outfits and poses, generating different sounds following a pre-defined script. To generate spatial audio, the authors propose a model that receives as input the audio recorded from the headset microphones and the 3D body pose and predicts the audio signal recorded at a microphone of the spherical capture array. Using the audio at each microphone and the locations of each microphone, the authors compute harmonic sound field coefficients that best represent the sound field.
Strengths
- Important problem with large impact: The authors tackle an important problem for AR/VR applications that has not yet received a lot of attention. Generating accurate sound fields promises to increase immersion and the realism of virtual experiences. The proposed dataset will be an important benchmark for the community and open up new and exciting avenues of research.
- Novelty: The proposed dataset is an important contribution with unique data that are not publicly available.
- A loss that is well-motivated by prior-work and adapted to the problem structure that leads to clear benefits.
- A simple model that merges different types of information, using well-proven components.
- Writing: The paper is well-written and easy to follow.
- Experiments: The experimental analysis is clear, highlights the effects of each design choice and provides insights into what makes the method work.
Weaknesses
- The related work section lacks a discussion of recent methods that model sound fields using neural network fields, such as:
- [Learning Neural Acoustic Fields](https://www.andrew.cmu.edu/user/afluo/Neural_Acoustic_Fields/).
- [INRAS: Implicit Neural Representation for Audio Scenes](https://openreview.net/forum?id=7KBzV5IL7W)
These could also be useful baselines for the model, both in terms of accuracy and in terms of computation compared to the proposed method. Furthermore, the following datasets could be a useful discussion point for the related work section:
- SoundSpaces: Audio-Visual Navigation in 3D Environments: A discussion of whether a similar dataset as the one proposed in this work could be constructed by simulating audio propagation from artificial bodies.
- Talking With Hands 16.2M: A Large-Scale Dataset of Synchronized Body-Finger Motion and Audio for Conversational Motion Analysis and Synthesis: I believe the related work section could benefit from a comparison with this paper in terms of granularity of pose representation and sound field, number of persons and type of conversations.
Questions
- Do you use only body keypoints? Or do you include hand keypoints from OpenPose?
- I believe that a comment or discussion on the granularity of the representation of the human body would be useful. The ablation clearly shows that a more detailed representation of the human body helps improve the quality of the predicted sound field. I would like to hear the authors' answer on the following questions:
- Is the robustness of the estimated keypoints important? Do noisy keypoints significantly affect the quality of the sound field?
- Is the lower body important for sound quality?
- Would a finer representation of the subject help? For example, would including hand or face keypoints from OpenPose help?
Some implementation details that should be clarified:
- How was the size of the window in loss function chosen?
- How was the training sampling strategy selected? Maximization of GPU memory usage?
- Finally, regarding the performance of the model, it would be useful to have a visualization of the distribution of errors around the sphere of microphones. Is there a subset of microphones where the audio signal is better reconstructed?
Rating
8: Strong Accept: Technically strong paper, with novel ideas, excellent impact on at least one area, or high-to-excellent impact on multiple areas, with excellent evaluation, resources, and reproducibility, and no unaddressed ethical considerations.
Confidence
4: You are confident in your assessment, but not absolutely certain. It is unlikely, but not impossible, that you did not understand some parts of the submission or that you are unfamiliar with some pieces of related work.
Limitations
The authors present the limitations of the proposed dataset and method. They acknowledge that the current work is limited to modeling sound effects for a single person in an artificial scene and that it cannot model sound close to the body.