Application of Filter Banks in Subband Coding

09.12.08 Posted in Paper by

Abstract—This paper explores subband coding and the appli- cation of filter banks. First, the fundamentals of multirate systems will be reviewed. Next, the classic quadrature mirror filter bank is presented along with a discussion on how to eliminate all forms of distortion. An example of subband coding will be presented that utilizes…


Product Quantization in Digital Filter Realizations

09.12.08 Posted in Paper by

Abstract—Gain structures in digital filters are a source of product quantization noise due to finite wordlength. With certain assumptions, this gain structure’s noise can be modeled as a white noise source. This paper seeks to explore the effects of product quantization in the HVXC Decoder for the MPEG-4 Audio3 standard. The filter of interest…


Delta-Operator Formulated Digital Filters

09.12.07 Posted in Paper by

Abstract—The shift operator, q, and the z-transform are used extensively in filter design. However, techniques involving forward shifts do not have sensible continuous-time counterparts. The delta operator and its corresponding transform, alternatives to the previous methods, converge to the underlying continuous- time result as the sampling…


Linear-Phase FIR Digital Filter Design Techniques

09.12.07 Posted in Paper by

Abstract—Finite impulse response filters are highly desirable in digital filter design because of their inherent stability and linear phase. However, when narrow transition band characteristics are required, they typically have a much higher filter order than their infinite impulse response counterparts with equivalent magnitude spectrums. This…


Audio Effect Control via Head Position Estimation

09.12.07 Posted in Paper by

This is the paper that accompanied my poster and demo at HAID ’09 (Haptic and Audio Interaction Design).
Abstract – We present a method for combining computer vision techniques with audio effect parameter control. In particular, we focus on tracking a user’s head position relative to the camera…


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