Dirac 3D Rendering, a key component of the Dirac 3D Audio™ portfolio, is a high-end alternative to existing technologies for 3D sound reproduction in headphones. Using patent pending Dynamic HRTFs (head-related transfer functions), Dirac 3D Rendering elevates 3D audio reproduction to a new level of realism that is so transcendent, you’ll forget you’re even wearing headphones.
• Groundbreaking Dynamic HRTFs for unparalleled positional accuracy
• One degree resolution in all three dimensions
• One size fits all—avoid front/back, up/down confusion without the need for individual calibration
• Transparent sound
• Patented headphone optimization technology
• Extremely low CPU and memory consumption
• Unity SDK & Dirac 3D audio SDK
It was eerily convincing.
– Carlo Lo Raso, Secrets of Home Theater and High Fidelity
Dirac 3D Audio exceeded my expectations of what can be done today.
– Tyll Hertsens, InnerFidelity
Eliminating a Major Industry Barrier for Truly Immersive Audio
Simultaneous visual and aural immersion is the linchpin of a true virtual reality experience. But so far, the limitations of 3D audio technology used in gaming and VR/ AR programming have prevented this true immersion from happening. Resulting in a subpar immersive experience with too many reminders that true reality exists elsewhere.
Dirac 3D Rendering breaks through this barrier. Using patent pending dynamic HRTFs, high-resolution HRTF rendering, and other new technologies, Dirac 3D Rendering allows for a truly immersive listening experience. In 2017, Dirac 3D Rendering was named “Best Virtual Reality Industry Technology” at the TechXLR8 Awards.
Groundbreaking Dynamic HRTFs
Right now, the 3D audio industry solely relies on static HRTFs to reproduce 3D sound. The static HRTF approach assumes that when we move, our head and torso rotate in tandem. However, in reality, no one moves their body in this way. Such failure to take dynamic head movements into consideration is one of the reasons why existing positional sound solutions don’t quite sound realistic.
By contrast, Dirac’s groundbreaking Dynamic HRTFs account for the isolated movements of the head in relation to the body, ensuring correct reproduction of sound in the virtual domain. Learn more→
High-Resolution, Transparent HRTFs and More
The torso-head dilemma isn’t the only immersion limitation Dirac 3D Rendering resolves. Common knowledge has it that in order to reach accurate, high-resolution positioning without sound coloration, one must rely on the individualized HRTF measurements of each listener. This is a complicated process that results in a database full of HRTFs that still lack resolution, and suffer from measurement noise and errors.
Dirac 3D Rendering is based on a highly sophisticated HRTF measurement process, which is far more accurate than other approaches. This method has been applied to a large population of people in order to generate a generic, high-resolution model that captures the most common HRTF characteristics of the measured population. The resulting model avoids front/back and up/down confusion while providing a transparent sound with a one degree resolution in all three dimensions. What’s more, it doesn’t require individualized calibration for each specific listener.
Furthermore, Dirac 3D Rendering uses a proprietary 3D reverberation engine that realistically renders the critical aspects of a room’s unique acoustics in order to create a sense of a specific space and distance which mirrors reality. Dirac 3D Rendering also includes our patented headphone optimization technology to minimize any coloration attributable to the headphones themselves. As a result, a more balanced and transparent sound with richer details is achieved. Learn more→
High Quality Sound Experience with 360° Audio Sphere
With Dirac 3D Rendering, users can enjoy high quality positional audio that’s more accurate than ever before. Including convincing externalization, a realistic sense of space, accurate acoustical characteristics of different audio objects, correct distance and location, and more.
Dirac 3D Rendering allows for dynamic positioning on both the horizontal and vertical planes–generating a 360° “audio sphere” around each user in which sound can move freely in all directions. Users will be able to experience, for instance, the sensation of whipping wind as it swirls around their head, or as an airplane arrives and departs on a tarmac.
For Gaming, Movies and More
Whether users are playing games or watching movies, they can always benefit from Dirac 3D Rendering. The technology is now ready for integration by device manufacturers, software suppliers, and content providers. Contact us to learn more about integrating Dirac 3D Rendering in your products.
• Headphone manufacturers
• AR/VR device manufacturers
• Chip manufacturers
• Smartphone OEM’s
• Game producers
• Teleconference system providers
High Power, Memory and Processing Efficiency
As the leading provider of audio post-processing algorithms for the smartphone industry, we have a unique know-how when it comes to low power implementations of high-end audio technology. The processing algorithms used for Dirac 3D Rendering have been optimized for extremely low CPU and memory consumption, and high-resolution minimum-latency tracking of micro head-movements. The technology is optimized for battery-limited mobile devices, while at the same time enabling the highest possible sound performance.
More technical information about Dirac 3D Rendering
This Swedish audio research company might just change the way people experience VR.
– Jordan O'Brien, Associate Editor, CE Pro Europe
Dirac's demo of technology destined for virtual reality use was convincing.
– Mark Fleischmann, Sound & Vision
For licensing of Dirac 3D Audio technologies in USA, please contact our team in USA:
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For licensing of Dirac 3D Audio technologies in Japan, please contact our partner Pioneer Corporation:
For licensing of Dirac 3D Audio technologies in Korea, please contact our partner Sidis:
firstname.lastname@example.org, +82 -569 7670, www.sidis.kr
For licensing of Dirac 3D Audio technologies in other regions of the world, please contact Dirac here
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