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Sound Rendering: An Overview
Modeling
Acoustic Geometry -- surface simplification
Source Modeling -- area source -- emitting characteristics -- sound signal
Acoustic Material -- absorption coefficient -- scattering coefficient
3D AudioRendering
Personalized HRTFsfor 3D sound
Late Reverberation
Digital Signal Processing
Interpolation forDynamic Scenes
Scientific Visualization
Propagation
Diffraction
Refraction
Doppler Effect
Attenuation
Specular Reflection
Scattering
Interference
Modeling
Low geometric detail vs. High geometric detail
Acoustic vs. Graphics
Modeling
Acoustic Geometry -- surface simplification
Source Modeling -- area source -- emitting characteristics -- sound signal
Acoustic Material -- absorption coefficient -- scattering coefficient
Propagation
343 m/s vs.300,000,000 m/s
20 to 20K Hzvs. RGB
17m to 17cm vs.700 to 400 nm
Acoustic vs. Graphics
Propagation
Diffraction
Refraction
Doppler Effect
Attenuation
Specular Reflection
Scattering
Interference
3D Audio Rendering
Compute intensive DSP vs. addition of colors
44.1 KHz vs. 30 Hz
Psychoacoustics vs. Visual psychophysics
Acoustic vs. Graphics
3D AudioRendering
Personalized HRTFsfor 3D sound
Late Reverberation
Digital Signal Processing
Interpolation forDynamic Scenes
Modeling
Modeling Acoustic Geometry
Visual Geometry Acoustic Geometry
[Vorländer,2007]
Modeling Sound Material
[Embrechts,2001] [Christensen,2005] [Tsingos,2007]
Modeling Sound Source
Volumetric Sound Source
Complex Vibration Source
Directional Sound Source
Propagation
Applications
Advanced Interfaces
Multi-sensory Visualization
Minority Report (2002) Multi-variate Data Visualization
Applications
Games
VR Training
Game (Half-Life 2) Medical Personnel Training
Applications
Acoustic Prototyping
Symphony Hall, Boston Level Editor, Half Life
Sound Propagation in Games
Strict time budget for audio simulations
Games are dynamicMoving sound sourcesMoving listenersMoving scene geometry
Trade-off speed with the accuracy of the simulation
Static environment effects (assigned to regions in the scene)
3D Audio Rendering
3D Audio Rendering
Main Components
3D Audio and HRTF
Artifact free rendering for dynamic scenes
Handling many sound sourcesNeed to cite the authors of these images.
3D Audio Rendering
Perceptual Audio Rendering [Moeck,2007]
Multi-Resolution Sound Rendering [Wand,2004]
Course Organization
8:45am: Sound Rendering (Savioja) 8:45am: Sound Rendering (Savioja)
9:20am: Interactive Sound Synthesis (Lin) 9:20am: Interactive Sound Synthesis (Lin)
9:50am: Perceptual Audio Rendering (Tsingos) 9:50am: Perceptual Audio Rendering (Tsingos)
10:30am: Geometric Sound Propagation (Manocha) 10:30am: Geometric Sound Propagation (Manocha)
10:50am: Simulating Diffraction (Calamia) 10:50am: Simulating Diffraction (Calamia)
11:20am: Numeric Sound Propagation (Lin) 11:20am: Numeric Sound Propagation (Lin)
11:40am: {Multi,Many}-Core Accelerations (Manocha and Savioja) 11:40am: {Multi,Many}-Core Accelerations (Manocha and Savioja)
12:00pm: Integration into Game Engines (Tsingos)12:00pm: Integration into Game Engines (Tsingos)