Papers for
event production teams
Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.
Networked audio system for accessible spatial sound setups
Ananas: A Networked Audio System for Distributed Spatial Audio Applications
Abstract: Spatial audio has an accessibility problem. Largescale spatial and immersive audio installations remain costly and exclusive, with high barriers to entry. We propose ''Ananas,'' a networked audio system consisting of network protocols, control software and microcontroller firmware, with the aim of rendering spatial audio applications accessible to a broad cohort of potential users. Based on a network of low-cost microcontroller development boards programmed in the Faust programming language, synchronised to nanosecond order via IEEE 1588 Precision Time Protocol, and controlled by approachable, digital audio workstation-based tooling, Ananas represents an opportunity to disrupt and democratise the spatial audio landscape. In this paper we demonstrate Ananas's protocols for audio and control data transmission and device discovery, its methods for media clock and presentation time recovery, and its applications to wave field synthesis and higher order ambisonics in a modular, scalable form.
Spatial DJ enables real-time control of spatial audio in varied speaker setups
Spatial DJ: Spatial Audio Control for Arbitrary Loudspeaker Layouts
Abstract: Object-based spatial audio promises render-anywhere playback, yet deploying it in a new venue still requires two tasks that are rarely addressed together: acquiring the physical loudspeaker geometry and enabling creators manipulate spatial audio while listening through the target loudspeaker system rather than a headphone proxy. We present Spatial DJ, a system for on-site loudspeaker layout acquisition and real-time spatial audio rendering and control, using head-worn AR in a coordinate frame aligned to the physical loudspeakers. In an 18-loudspeaker room, we evaluate calibration accuracy, repeatability, and control latency, and conduct an 18-participant listener study comparing diffuse and orbiting point-source rendering configurations applied to vocal and instrumental layers. Orbiting point-source conditions received higher ratings of perceived immersion, energy, and novelty than the diffuse baseline. Beyond this controlled setting, four representative deployments illustrate reuse of the same system across heterogeneous loudspeaker venues.
Projection based appearance editing improves object visuals with scene response guidance
SREdit: Scene Response Guided Appearance Editing for Projection Mapping
Abstract: Projection-based appearance editing changes selected visual attributes of a physical object through projection mapping (PM). To display a desired appearance, PM typically uses projector compensation, which computes a projector input that counteracts the geometric and photometric distortions of the scene. Compensation can only approximate this appearance within the available projection range, and it cannot revise the appearance itself. Pretrained LLM-based image editors provide a direct way to produce the desired appearance from a text prompt or reference image; projector compensation can then attempt to reproduce the edited result through projection. However, these editors do not have an accurate measure of the scene geometry or scene response. Therefore, their outputs may contain geometric misalignment, inconsistent shading, or changes outside the available projection range, which downstream projector compensation cannot correct. To address this problem, we introduce SREdit, an efficient response-guided framework for projection-based appearance editing. SREdit estimates a scene response map from the reconstructed scene that reflects how strongly projected illumination can affect different surface regions. SREdit uses the source appearance to constrain the early sampling process and preserve registration with the fixed physical object, while the scene response map adapts the amount of editing across surface regions. Experiments across two pretrained image editors show that SREdit improves projected appearance quality and reproduction fidelity. It adds less than one second per image with negligible VRAM overhead. Participants also consistently preferred the results produced with SREdit in our user study.