Fixing problems in navigation and some minor changes

parent a56528aa
...@@ -19,6 +19,62 @@ ...@@ -19,6 +19,62 @@
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...@@ -30,14 +86,19 @@ ...@@ -30,14 +86,19 @@
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......
...@@ -27,22 +27,18 @@ ...@@ -27,22 +27,18 @@
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......
...@@ -19,6 +19,62 @@ ...@@ -19,6 +19,62 @@
<!-- Header --> <!-- Header -->
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......
...@@ -19,6 +19,62 @@ ...@@ -19,6 +19,62 @@
<!-- Header --> <!-- Header -->
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......
...@@ -19,6 +19,62 @@ ...@@ -19,6 +19,62 @@
<!-- Header --> <!-- Header -->
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<h1 id="logo"><a href="index.html">Start</a></h1>
<nav id="nav">
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...@@ -19,6 +19,62 @@ ...@@ -19,6 +19,62 @@
<!-- Header --> <!-- Header -->
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...@@ -30,14 +86,19 @@ ...@@ -30,14 +86,19 @@
<li><a href="documentation.html">Documentation</a></li> <li><a href="documentation.html">Documentation</a></li>
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<a href="start.html">Get started</a> <a href="start.html">Get started</a>
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<a href="start.html">Getting started</a>
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<li><a href="start.html#configuration">Configuration</a></li> <li><a href="start.html#configuration">Configuration</a></li>
<li><a href="start.html#control">Control</a></li> <li><a href="start.html#control">Control</a></li>
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<li><a href="start.html#inputdata">Input data</a></li> <li><a href="start.html#rendering">Audio rendering</a></li>
<li><a href="start.html#rendering">Rendering</a></li> <li><a href="start.html#reproduction">Audio reproduction</a></li>
<li><a href="start.html#reproduction">Reproduction</a></li> <li><a href="start.html#reproduction">Reproduction</a></li>
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......
...@@ -34,10 +34,11 @@ ...@@ -34,10 +34,11 @@
<li><a href="start.html#configuration">Configuration</a></li> <li><a href="start.html#configuration">Configuration</a></li>
<li><a href="start.html#control">Control</a></li> <li><a href="start.html#control">Control</a></li>
<li><a href="start.html#scene_handling">Scene handling</a></li> <li><a href="start.html#scene_handling">Scene handling</a></li>
<li><a href="start.html#inputdata">Input data</a></li> <li><a href="start.html#rendering">Audio rendering</a></li>
<li><a href="start.html#rendering">Rendering</a></li> <li><a href="start.html#reproduction">Audio reproduction</a></li>
<li><a href="start.html#reproduction">Reproduction</a></li>
<li><a href="start.html#tracking">Tracking</a></li> <li><a href="start.html#tracking">Tracking</a></li>
<li><a href="start.html#simulation_recording">Simulation and recording</a></li>
<li><a href="start.html#examples">Examples</a></li>
</ul> </ul>
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...@@ -92,13 +93,18 @@ ...@@ -92,13 +93,18 @@
<h3>Preface</h3> <h3>Preface</h3>
<p>Virtual Acoustics is a mighty tool for auralization and sound reproduction. Getting started with VA includes three important steps <p>Virtual Acoustics is a mighty tool for auralization and sound reproduction. Getting started with VA includes three important steps
<p>
<strong><ul><li>Configuring the application</li><li>Controlling the core</li><li>Setting up a scene</li></ul></strong> <strong><ul><li>Configuring the application</li><li>Controlling the core</li><li>Setting up a scene</li></ul></strong>
</p>
The overall design goal is always to keep things as simple as possible, however some circumstances do not allow further simplicity because they are complex by nature. VA addresses professionals and is mainly used by scientists. Important features are never traded for convenience if the system's integrity is at stake. Hence, getting everything out of VA will require profound understanding of the technologies involved. It is designed to offer highest flexibility, which comes at a price. Configuring VA is not trivial, especially when loudspeaker-based sound playback should be included. <br /><br /> The overall design goal is always to keep things as simple as possible, however some circumstances do not allow further simplicity because they are complex by nature. VA addresses professionals and is mainly used by scientists. Important features are never traded for convenience if the system's integrity is at stake. Hence, getting everything out of VA will require profound understanding of the technologies involved. It is designed to offer highest flexibility, which comes at a price. Configuring VA is not trivial, especially when loudspeaker-based sound playback should be included. <br /><br />
The usage of VA can often be divided into two user groups The usage of VA can often be divided into two user groups
<p>
<strong><ul><li>those who seek for quick experiments with spatial audio and are happy with straight headphone playback</li> <strong><ul><li>those who seek for quick experiments with spatial audio and are happy with straight headphone playback</li>
<li>those who want to employ VA for a sophisticated loudspeaker setup for (multi modal) listening experiments and Virtual Reality applications</li></ul></strong> <li>those who want to employ VA for a sophisticated loudspeaker setup for (multi modal) listening experiments and Virtual Reality applications</li></ul></strong>
</p>
If you consider yourself as part of the first group, there are some very simple setups that will already suffice for most of the things you aspire. Like binaural audio rendering for a non-equalized off-the-shelf pair of headphones. Or a self-crafted interactive rendering application that exchanges pre-recorded or simulated FIR filters from scripts in Matlab or Python for any purpose: room acoustics, building acoustics, A/B live switching tests for equalization and what not. The configuration effort is absolutely minimal and works out of the box if you use the Redstart applications or start a VA command line server with the corresponding core configuration file. If this is for you, skip the configuration part and <a href="#examples">have a look at the examples</a>. Later, read the <a href="#control"> control section</a> and the <a href="#scene_handling">scene handling section</a><br /> If you consider yourself as part of the first group, there are some very simple setups that will already suffice for most of the things you aspire. Like binaural audio rendering for a non-equalized off-the-shelf pair of headphones. Or a self-crafted interactive rendering application that exchanges pre-recorded or simulated FIR filters from scripts in Matlab or Python for any purpose: room acoustics, building acoustics, A/B live switching tests for equalization and what not. The configuration effort is absolutely minimal and works out of the box if you use the Redstart applications or start a VA command line server with the corresponding core configuration file. If this is for you, skip the configuration part and <a href="#examples">have a look at the examples</a>. Later, read the <a href="#control"> control section</a> and the <a href="#scene_handling">scene handling section</a><br />
<br /> <br />
...@@ -1144,24 +1150,6 @@ va.unlock_update ...@@ -1144,24 +1150,6 @@ va.unlock_update
</section> </section>
<hr /> <hr />
<section id="inputdata">
<p><!-- dummy spacer to unhide title on anchor access --><br /></p>
<!--
<h3>Directivities</h3>
<p>
Generally, input data from files or other resources should be kept to a minimum in VR systems, because they inherently result in limited interactivity. However, it is very common that data is loaded from the hard drive. This input data is usually a product of costly simulations (like FEM/BEM), design procedures (like CAD models), post-processed measurement data like HRTFs/directivities as well as directional or anechoic recordings of speech, music and other sounds.
</p>
<h4>Geometries, acoustic materials and others</h4>
<p>
Further input files are currently not supported by the core of VA (they are not handled automatically). However, any required input file can be forwarded to special renderers via the VA interface by using the prototype methods (with the help of </code>VAStruct</code> containers). For example, the room acoustics renderer uses the scene to load a file and the property getter/setter to control details of the room acoustics simulation. The artificial reverb renderer uses the prototype setter to modify room parameters required to evaluate Sabine's formula. The upside of this design is, that tryouts can be implemented quickly and tested via any interface to VA without API change. The downside is, that the parameter assembly has to be known by the user (usually the developer). Withouth documentation, it is required to browse the C++ code of the renderer to interpret the required naming convention in order to modify settings using structs.
</p>
-->
</section>
<section id="rendering"> <section id="rendering">
<p><!-- dummy spacer to unhide title on anchor access --><br /></p> <p><!-- dummy spacer to unhide title on anchor access --><br /></p>
...@@ -1320,6 +1308,8 @@ va.set_reproduction_module_parameters( reproduction_id, in_params )</code></pre> ...@@ -1320,6 +1308,8 @@ va.set_reproduction_module_parameters( reproduction_id, in_params )</code></pre>
<section id="tracking"> <section id="tracking">
<p><!-- dummy spacer to unhide title on anchor access --><br /></p>
<h3>Tracking</h3> <h3>Tracking</h3>
<p> <p>
VA does not internally support tracking, but tracking devices can be used to update VA entities. For external tracking, the <code>VAMatlab</code> project supports <b>NaturalPoint's OptiTrack</b> devices by connecting to a server instance. It can automatically forward rigid body poses to one sound receiver (head and torso separately) and one sound source. Another possibility is to use an HMD such as <b>Oculus Rift and HTC Vive</b> and update VA through <b>Unity</b>. VA does not internally support tracking, but tracking devices can be used to update VA entities. For external tracking, the <code>VAMatlab</code> project supports <b>NaturalPoint's OptiTrack</b> devices by connecting to a server instance. It can automatically forward rigid body poses to one sound receiver (head and torso separately) and one sound source. Another possibility is to use an HMD such as <b>Oculus Rift and HTC Vive</b> and update VA through <b>Unity</b>.
...@@ -1371,7 +1361,7 @@ va.set_tracked_sound_source_rigid_body_rotation( [x y z w ] )</code></pre> ...@@ -1371,7 +1361,7 @@ va.set_tracked_sound_source_rigid_body_rotation( [x y z w ] )</code></pre>
<h4>HMD via VAUnity</h4> <h4>HMD via VAUnity</h4>
<p> <p>
To connect an HMD, set up a Unity scene and connect the tracked GameObject (usually the MainCamera) with a VAUSoundReceiver instance. For further details, please read the README files of VAUnity. To connect an HMD, set up a Unity scene and connect the tracked GameObject (usually the MainCamera) with a VAUSoundReceiver instance. For further details, please read the <a href="https://git.rwth-aachen.de/ita/VAUnity/blob/master/README.md" target="_blank">README files of VAUnity</a>.
</p> </p>
</section> </section>
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