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Pre-computing geometry-based reverberation effects for games
"... Current video games either pre-render reverberation effects into the sound effects or implement them at run-time using artificial reverberation filters. While interactive geometrical approaches can be used for more accurate acoustical modeling, the increased authoring complexity and the additional c ..."
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Current video games either pre-render reverberation effects into the sound effects or implement them at run-time using artificial reverberation filters. While interactive geometrical approaches can be used for more accurate acoustical modeling, the increased authoring complexity and the additional cost of geometrical calculations still appears to overshadow their potential benefits. This paper presents solutions to integrate off-line geometrical acoustic modeling in game environments. By pre-computing image-source gradients for early reflections and directional decay profiles, we can generate location dependent reverberation effects without storing or accessing the actual geometry at run-time. We render such reverberation effects using a frequency-domain scalable processing approach. In this context, we introduce an efficient prioritization scheme and evaluate alternative transforms for late reverberation processing. Our pipeline enables fine-grain rendering of distance and surface proximity effects and modeling of both outdoor and coupled indoor spaces with arbitrary reverberation decay profiles. 1.
Topological sound propagation with reverberation graphs. Acta Acustica united with Acustica
, 2008
"... HAL is a multi-disciplinary open access archive for the deposit and dissemination of sci-entific research documents, whether they are pub-lished or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L’archive ouverte p ..."
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HAL is a multi-disciplinary open access archive for the deposit and dissemination of sci-entific research documents, whether they are pub-lished or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L’archive ouverte pluridisciplinaire HAL, est destinée au dépôt et a ̀ la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des établissements d’enseignement et de recherche français ou étrangers, des laboratoires publics ou privés.
Advances in Edge-Diffraction Modeling for Virtual-Acoustic Simulations
"... In recent years there has been growing interest in modeling sound propagation in complex, three-dimensional (3D) virtual environments. With diverse applications for the military, the gaming industry, psychoacoustics researchers, architectural acousticians, and others, advances in computing power and ..."
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In recent years there has been growing interest in modeling sound propagation in complex, three-dimensional (3D) virtual environments. With diverse applications for the military, the gaming industry, psychoacoustics researchers, architectural acousticians, and others, advances in computing power and 3D audio-rendering techniques have driven research and development aimed at closing the gap between the auralization and visualization of virtual spaces. To this end, this thesis focuses on improving the physical and perceptual realism of sound-field simulations in virtual environments through advances in edge-diffraction modeling. To model sound propagation in virtual environments, acoustical simulation tools commonly rely on geometrical-acoustics (GA) techniques that assume asymptotically high frequencies, large flat surfaces, and infinitely thin ray-like propagation paths. Such techniques can be augmented with diffraction modeling to compensate for the effect of surface size on the strength and directivity of a reflection, to allow for propagation around obstacles and into shadow zones, and to maintain soundfield continuity across reflection and shadow boundaries. Using a time-domain,
Adding 3D sound to 3D cinema: Identification and evaluation of different reproduction techniques
- In Proc. 2nd Int. Conf. on Audio Language and Image Processing (ICALIP 2010
, 2010
"... Very little research has been conducted so far into the general problem of producing a 3D soundscape consis-tent with the visual content of a 3D-stereoscopic movie. First, the following 3D sound reproduction techniques are reviewed: Vector Base Amplitude Panning (VBAP), binaural and transaural techn ..."
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Very little research has been conducted so far into the general problem of producing a 3D soundscape consis-tent with the visual content of a 3D-stereoscopic movie. First, the following 3D sound reproduction techniques are reviewed: Vector Base Amplitude Panning (VBAP), binaural and transaural techniques, Wave Field Synthe-sis (WFS) and Ambisonics. Second, the new challenges of 3D cinema are introduced. Third, we reconsider each 3D audio technique in the light of these challenges. We find that, at least in theory, a completely person-alized soundscape is needed and that, due to various technical reasons, only binaural reproduction through headphones is able to accurately produce a 3D sound-scape consistent with a 3D-stereo movie in a theater environment.
Interactive Sound Propagation using Compact Acoustic Transfer Operators
"... We present an interactive sound propagation algorithm that can compute high orders of specular and diffuse reflections as well as edge diffractions in response to moving sound sources and a moving listener. Our formulation is based on a precomputed acoustic transfer operator, which we compactly repr ..."
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We present an interactive sound propagation algorithm that can compute high orders of specular and diffuse reflections as well as edge diffractions in response to moving sound sources and a moving listener. Our formulation is based on a precomputed acoustic transfer operator, which we compactly represent using the Karhunen-Loeve transform. At runtime, we use a two-pass approach that combines acoustic radiance transfer with interactive ray tracing to compute early reflections as well as higher-order reflections and late reverberation. The overall approach allows accuracy to be traded off for improved performance at run-time, and has a low memory overhead. We demonstrate the performance of our algorithm on different scenarios, including an integration of our algorithm with Valve’s Source game engine.
Wave-Ray Coupling for Interactive Sound Propagation in Large Complex Scenes
"... Figure 1: Our hybrid technique is able to model high-fidelity acoustic effects for large, complex indoor or outdoor scenes at interactive rates: (a) building surrounded by walls, (b) underground parking garage, and (c) reservoir scene in Half-Life 2. We present a novel hybrid approach that couples g ..."
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Figure 1: Our hybrid technique is able to model high-fidelity acoustic effects for large, complex indoor or outdoor scenes at interactive rates: (a) building surrounded by walls, (b) underground parking garage, and (c) reservoir scene in Half-Life 2. We present a novel hybrid approach that couples geometric and numerical acoustic techniques for interactive sound propagation in complex environments. Our formulation is based on a combination of spatial and frequency decomposition of the sound field. We use numerical wave-based techniques to precompute the pressure field in the near-object regions and geometric propagation techniques in the far-field regions to model sound propagation. We present a novel two-way pressure coupling technique at the interface of near-object and far-field regions. At runtime, the impulse response at the listener position is computed at interactive rates based on the stored pressure field and interpolation techniques. Our system is able to simulate high-fidelity acoustic effects such as diffraction, scattering, low-pass filtering behind obstruction, reverberation, and high-order reflections in large, complex indoor and outdoor envi-ronments and Half-Life 2 game engine. The pressure computation requires orders of magnitude lower memory than standard wave-based numerical techniques.
Instant Sound Scattering
"... Real-time sound rendering engines often render occlusion and early sound reflection effects using geometrical techniques such as ray or beam tracing. They can only achieve interactive rendering for environments of low local complexity resulting in crude effects which can degrade the sense of immersi ..."
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Real-time sound rendering engines often render occlusion and early sound reflection effects using geometrical techniques such as ray or beam tracing. They can only achieve interactive rendering for environments of low local complexity resulting in crude effects which can degrade the sense of immersion. However, surface detail or complex dynamic geometry has a strong influence on sound propagation and the resulting auditory perception. This paper focuses on high-quality modeling of first-order sound scattering. Based on a surface-integral formulation and the Kirchhoff approximation, we propose an efficient evaluation of scattering effects, including both diffraction and reflection, that leverages programmable graphics hardware for dense sampling of complex surfaces. We evaluate possible surface simplification techniques and show that combined normal and displacement maps can be successfully used for audio scattering calculations. We present an auralization framework that can render scattering effects interactively thus providing a more compelling experience. We demonstrate that, while only considering first order phenomena, our approach can provide realistic results for a number of practical interactive applications. It can also process highly detailed models containing millions of unorganized triangles in minutes, generating high-quality scattering filters. Resulting simulations compare well with on-site recordings showing that the Kirchhoff approximation can be used for complex scattering problems.
COMPUTER GRAPHICS forum Sound Tracing: Rendering Listener Specific Acoustic Room Properties
"... We present an acoustic rendering approach visualizing the listener-specific contribution of frequency-dependent pressure fields on a scene geometry with acoustic reflection and scattering properties. Our method facilitates the evaluation of simulated acoustics showing the effect of simulation parame ..."
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We present an acoustic rendering approach visualizing the listener-specific contribution of frequency-dependent pressure fields on a scene geometry with acoustic reflection and scattering properties. Our method facilitates the evaluation of simulated acoustics showing the effect of simulation parameters like absorption and scattering. The image-based spatial localization of acoustic properties is complementary to the auditive evaluation by means of auralization. Our core contribution is a pressure-based acoustic rendering equation and a corresponding raytracing method applying techniques from photorealistic rendering to the field of simulated room acoustics. Applications are directed at the visualization of interference patterns and analyzing the impact of acoustic reflection parameters.
Eurographics Symposium on Rendering (2007) Jan Kautz and Sumanta Pattanaik (Editors) Abstract Instant Sound Scattering
"... Real-time sound rendering engines often render occlusion and early sound reflection effects using geometrical techniques such as ray or beam tracing. They can only achieve interactive rendering for environments of low local complexity resulting in crude effects which can degrade the sense of immersi ..."
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Real-time sound rendering engines often render occlusion and early sound reflection effects using geometrical techniques such as ray or beam tracing. They can only achieve interactive rendering for environments of low local complexity resulting in crude effects which can degrade the sense of immersion. However, surface detail or complex dynamic geometry has a strong influence on sound propagation and the resulting auditory perception. This paper focuses on high-quality modeling of first-order sound scattering. Based on a surface-integral formulation and the Kirchhoff approximation, we propose an efficient evaluation of scattering effects, including both diffraction and reflection, that leverages programmable graphics hardware for dense sampling of complex surfaces. We evaluate possible surface simplification techniques and show that combined normal and displacement maps can be successfully used for audio scattering calculations. We present an auralization framework that can render scattering effects interactively thus providing a more compelling experience. We demonstrate that, while only considering first order phenomena, our approach can provide realistic results for a number of practical interactive applications. It can also process highly detailed models containing millions of unorganized triangles in minutes, generating high-quality scattering filters. Resulting simulations compare well with on-site recordings showing that the Kirchhoff approximation can be used for complex scattering problems. 1.