---
title: "Framework for Real-Time Auralization in Architectural Acoustics"
authors: ["Markus Noisternig", "Brian F. G. Katz", "Samuel Siltanen", "Lauri Savioja"]
year: 2008
venue: "Acta Acustica united with Acustica"
arxiv: null
doi: "10.3813/aaa.918116"
source: "https://doi.org/10.3813/aaa.918116"
topics: [auralization, interactive]
seed_rank: 1741
seed_batch: "audio-harvest-2026-09-09"
reviewed: "2026-09-09"
pool: "realtime"
relevance_score: 8
lineage: interactive-sound-propagation
cites:
  - title: "Accelerated Beam Tracing Algorithm"
    url: "https://doi.org/10.1016/j.apacoust.2008.07.003"
    year: 2009
    arxiv: null
    doi: "10.1016/j.apacoust.2008.07.003"
  - title: "The Room Acoustic Rendering Equation"
    url: "https://doi.org/10.1121/1.2766781"
    year: 2007
    arxiv: null
    doi: "10.1121/1.2766781"
see:
  - "1706-accelerated-beam-tracing-algorithm"
  - "1677-the-room-acoustic-rendering-equation"
  - "1682-fundamentals-of-binaural-technology"
---

# Framework for Real-Time Auralization in Architectural Acoustics

## One-sentence takeaway

Noisternig/Katz/Siltanen/Savioja 2008: a *framework* for real-time auralization in architectural acoustics (Acta Acustica) — pipeline, not one tracer.

## Why it matters here

Systems-architecture card: how to connect GA/beam tracing, DSP, and spatialization for architects. Anoptic tools/debug: this pipeline diagram (and the 2008 Ambisonics sibling 1742).

## Key ideas

- **Framework.** Blocks: geometry → IR/paths → spatializer → headphones/speakers.
- **Acta Acustica 2008.** Harvest auralization/interactive; 25 cites.
- **Aalto + Katz.** Same names as ART and binaural.
- **Realtime architectural** target (design, not FPS HUD).

## Caveats

Framework paper; algorithms live in the cited tracers. 2008. Not a game engine (that's GSound/Triton).

## Links

- DOI: https://doi.org/10.3813/aaa.918116
