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View Philip Kobernik’s profile on LinkedIn, a professional community of 1 billion members. I'm a software engineer with 9 years of experience.<br><br>I design product UX, code…
Software Engineer @ Meta. 10mo Edited. I’m excited to share that I’m starting a new position as Software Engineer at Meta on the Oculus Studios Core Engineering team. Throughout my career...
SoundSpaces 2.0 is a fast, continuous, configurable and generalizable audio-visual simulation platform that allows users to render sounds for arbitrary spaces and environments. As a result of rendering accuracy improvements, the rendered IRs are different from SoundSpaces 1.0.
Paper. Code. Papers by Philip Kobernik with links to code and results.
Project: RLR-Audio-Propagation. This project hosts the binaries and headers for the audio propagation engine used in sound-spaces. This is used as a git-submodule in the habitat-sim for the low-level audio rendering. The high-level task APIs are maintained in sound-spaces.
Mercado 48 | Piano Sketches | Philip Kobernik from Hey Marseilles
16 Jun 2022 · Changan Chen, Carl Schissler, Sanchit Garg, Philip Kobernik, Alexander Clegg, Paul Calamia, Dhruv Batra, Philip W Robinson, Kristen Grauman ·. Edit social preview. We introduce SoundSpaces 2.0, a platform for on-the-fly geometry-based audio rendering for 3D environments.