Fixing problem in header/menu

parent 746626d4
......@@ -75,66 +75,7 @@
</ul>
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......
......@@ -75,62 +75,7 @@
</ul>
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......
......@@ -75,61 +75,7 @@
</ul>
</nav>
</header>
<h1 id="logo"><a href="index.html">Start</a></h1>
<nav id="nav">
<ul>
<li>
<a href="#">Quick access</a>
<ul>
<li><a href="overview.html">Overview</a></li>
<li><a href="download.html">Download</a></li>
<li><a href="documentation.html">Documentation</a></li>
<li>
<a href="start.html">Get started</a>
<ul>
<li><a href="start.html#configuration">Configuration</a></li>
<li><a href="start.html#control">Control</a></li>
<li><a href="start.html#scene_handling">Scene handling</a></li>
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<section id="banner">
......
......@@ -75,61 +75,7 @@
</ul>
</nav>
</header>
<h1 id="logo"><a href="index.html">Start</a></h1>
<nav id="nav">
<ul>
<li>
<a href="#">Quick access</a>
<ul>
<li><a href="overview.html">Overview</a></li>
<li><a href="download.html">Download</a></li>
<li><a href="documentation.html">Documentation</a></li>
<li>
<a href="start.html">Get started</a>
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<li><a href="start.html#configuration">Configuration</a></li>
<li><a href="start.html#control">Control</a></li>
<li><a href="start.html#scene_handling">Scene handling</a></li>
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......@@ -149,9 +95,9 @@
<p>VA creates audible sound from a purely virtual situation. To do so, it uses digital input data that is pre-recorded, measured, modelled or simulated. However, VA creates dynamic auditory worlds that can be interactively endevoured, because it accounts for modifications of the virtual situation. In the simplest case, this means that sound sources and listeners can move freely, and sound is changed accordingly. This real-time auralization approach can only be achieved, if certain parts of the audio processing are updated continuously and fast. We call this audio rendering, and the output is an audio stream that represents the virtual situation. For more complex situations like rooms or outdoor worlds, the sound propagation becomes highly relevant and very complex. VA uses real-time simulation backends or simplified models to create a physics-based auditory impression.<br />
If update rates are undergoing certain perceptive thresholds, this method can be readily used in Virtual Reality applications.
<h4>Latency, real-time capability and resource management</h4>
<h4>Low latency, efficient real-time processing and flexible resource management</h4>
<p>Input-output latency is crucial for any interactive application. VA tries to achieve minimal latency wherever possible, because latency of subsequent components add up. As long as latency is kept low, a human listener will not notice small delays during scene updates, resulting in a convincing live system, where interaction directly leads to the expected effect (without waiting for the system to process).<br />
VA tries to achive real-time capability by establishing data management and processing modules that are lightweight and handle updates efficiently. For example, the FIR filtering modules use a partitioned block convolution resulting in update latencies (at least for the early part of filters) within one single audio block - which usually means a couple of milliseconds. Remotely updating long room impulse responses using Matlab can easily hit 1000 Hz update rates, which under normal circumstances is about three times more a block-based streaming sound card provides. And by far more a dedicated graphics rendering processor achieves, which is often the driving part of scene modifications.<br />
VA supports real-time capability by establishing flexible data management and processing modules that are lightweight and handle updates efficiently. For example, the FIR filtering modules use a partitioned block convolution resulting in update latencies (at least for the early part of filters) within one single audio block - which usually means a couple of milliseconds. Remotely updating long room impulse responses using Matlab can easily hit 1000 Hz update rates, which under normal circumstances is about three times more a block-based streaming sound card provides. And by far more a dedicated graphics rendering processor achieves, which is often the driving part of scene modifications.<br />
However, this comes at a price: VA is not trading computational resources over update rates. And VA will plainly result in audio dropouts or complete silence, if the computational power is not sufficient for rendering and reproducing the given scene. Simply put, if you request too much, VA will stop auralizing. The number of paths between a sound source and a sound receiver that can effectively be processed is limited. For example, a single binaural free field rendering can calculate up to 20 paths in real-time, but for room acoustics with long reverberation times, a maximum of 6 sources and one listener is realistic (plus requiring the sound propagation simulation to be processed remotely). If reproduction of the rendered audio stream also requires processing power, the numbers go further down.
</p>
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......@@ -75,68 +75,7 @@
</ul>
</nav>
</header>
<h1 id="logo"><a href="index.html">Start</a></h1>
<nav id="nav">
<ul>
<li>
<a href="#">Quick access</a>
<ul>
<li><a href="overview.html">Overview</a></li>
<li><a href="download.html">Download</a></li>
<li><a href="documentation.html">Documentation</a></li>
<li>
<a href="start.html">Get started</a>
<ul>
<a href="start.html">Getting started</a>
<ul>
<li><a href="start.html#configuration">Configuration</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#rendering">Audio 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#simulation_recording">Simulation and recording</a></li>
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......@@ -235,6 +174,12 @@
<p>&nbsp;</p>
<h3>VA technology publications</h3>
<p>
<i>J. Stienen and M. Vorländer</i><br />
<b>Real-time auralization of propagation paths with reflection, diffraction and the Doppler shift</b><br />
DAGA <strong>2018</strong>, München (Germany)
</p>
<p>
<i>F. Wefers and M. Vorländer</i><br />
<b>Flexible data structures for dynamic virtual auditory scenes</b><br />
......@@ -340,8 +285,13 @@
<p>&nbsp;</p>
<h3>Applied VA publications</h3>
<!--
<p>
<i>J. Mecking and M. Vorländer</i><br />
<b></b><br />
DAGA <strong>2018</strong>, München (Germany)
</p> -->
<p>
<i>R. A. Viveros Munoz, Z. E. Peng and J. Fels</i><br />
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