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Page 1: Physically Based Sound

Physically Based Sound

COMP259 Nikunj Raghuvanshi

Page 2: Physically Based Sound

Overview

Background

FEM Simulation

Modal Synthesis (FoleyAutomatic)

Comparison/Conclusions

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Motivation

Sounds could in-principle be produced automatically, just like graphics: Sound Rendering

Sound Rendering has not received much research effort

Main Goal: Automatic generation of non-music, non-dialogue sound

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Sound Production Today

Movies: Foley Artistshttp://www.marblehead.net/foley/index.html

Games: Anyone noticed the huge sound directory in Unreal Tournament?

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PBS: Sound Production in Nature

Collisions/Other interactions lead to surface vibrations

Vibrations create pressure waves in airPressure waves sensed by ear

Surface Vibration Pressure Wave Ear

Vibration Propagation Perception

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Main Aims of PBS

Physics simulator gives contact/collision information

Assign material properties for sound, Wood, concrete, metal etc.

Sound simulator generates sound using this data (in real time?)

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Challenges

Sound must be produced at a minimum of ~44,000 Hz

Extremely High Temporal Resolution (timesteps in the range of 10-6-10-8 s)

Stiffness of underlying systems (eg. Metallic sounds. K/m~=108)

Stability may require even smaller timesteps

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Two Approaches

FEM deformable simulationO'Brien, J. F. et. al., “Synthesizing Sounds from Physically Based Motion.” SIGGRAPH 2001.

FoleyAutomatic (Modal Synthesis)Kees van den Doel et. Al., “FoleyAutomatic: Physically-based Sound Effects for Interactive Simulation and Animation.” SIGGRAPH 2001.

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Main ideas

Deformable Simulation (arguably) much more “physically based”

Foley Automatic: Additive Synthesis

Component Sinusoids

Sound Signal

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Overview

Background

FEM Simulation

Modal Synthesis (FoleyAutomatic)

Comparison/Conclusions

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Simulation Requirements

Temporal ResolutionSimulate Vibration as well as PropagationVibration Modeling: Deformable Model for

ObjectsPropagation Modeling: Explicit Surface

RepresentationPhysical/Perceptual Realism

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System Structure

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Vibration Modelling

FEM with Tetrahedral Elements Linear Basis Functions, green’s strain Explicit Time Integration Typically #nodes = 500, #elements = 1500,

dt = 10-6-10-7 s

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Sound Propagation Modelling

Fluid Dynamic FEM simulation of surrounding air? Very expensive. Instead…

Employ Huygen’s Principle: Pressure Wave may be seen as sum of pressure wavelets

ReceiverReceiver

Pressure Wave Pressure

“Wavelets”

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n̂ v

ds

nvzp ˆ

msPacz /415 Acoustic Impedance of Air

Surface Vibrations and Sound

Pressure contribution of a patch,

Velocity

Density of Air

Sound Propagation Speed in Air

Unit Normal

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Surface Vibrations and Sound

Approximate differential elements with surface triangles

Apply band pass filters: Low pass: windowed sinc filter High pass: DC blocking filter

Result: Pressure known for all surface triangles

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Putting it all together

)cos(~

)( rx

apts rx

Pressure/Signal at Receiver

Filtered Average Pressure

Area of Triangle

Visibility Term

Approximation of Beam Pattern

Distance Falloff

Receiver

r

Vibrationx̂

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Propagation Delay

Accumulation Buffer

c

dDelay

Receiver

d1

d2

Source

t=0

t1= d1/c

t2= d2/c

1

2

Receiver Distance from Source

Sound Propagation Speed

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Results: Capabilities

General models

Generated sounds are accurate

Stereo Sound

Doppler’s Effect

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Demo

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Results: Accuracy

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Results: Speed

Scene TimeStep(s) Nodes/Elems Time/Audio Time

Bowl 10-6 387/1081 91.3/4.01 mins

Clamped Bar 10-7 125/265 240.4/1.26 mins

Vibraphone 10-7 539/1484 1309.7/5.31 mins

(~1 day)

Timings on a 350MHz SGI Origin MIPS R12K processor

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Overview

Background

FEM Simulation

Modal Synthesis (FoleyAutomatic)

Comparison/Conclusions

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Features

Modal resonance model of solids Location dependent sounds Impact, slide, roll excitation models Real-time, low latency Easy integration with simulation/animation Practical Do not model propagation of sound from source

to receiver

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Synthesis Method

ForceForceVibrationVibrationEmissionEmission

PropagationPropagation ListenerListener SpeakersSpeakers

Sound SamplesSound Samples

User

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Vibration

),(),(]1

),([2

2

2txFtxu

tcx

xg iii

i

Surface u(x,t) of body responds to external contact force F(x,t)

u(x,t)F(x,t)

Strain Functional Speed of Sound

Under suitable boundary conditions, the solution to the PDE is a sum of sinusoids

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Emission

Sound pressure s(t) linear functional L of surface vibration u(x,t)

)],([)( txuLts i

u(x,t)Ls(t)

nvzp ii ˆ~

Note that propagation is not modeled in above

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The Modal Synthesis Model

u(x,t) F(p,t)Ls(t)

Impulse response/modal model

“The response u(x,t) of an arbitrary solid object to an external force can be described as a weighted sum of damped sinusoids”

Since L is linear, it implies at s(t) must be a sum of damped sinusoids too

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Example: A 1D string

1st Mode 2nd Mode Frequency = f0

…Higher modes Frequency = f1= 2*f0 Frequency = fk= k*f0

)2sin( 000 tfea td )2sin( 11

1 tfea td )2sin( tfea ktd

kk

Main Idea: Sum contributions of all the modes

The point of impact decides the proportions in which the modes are to be mixed: ak. Therefore, ak is a function of p, the point of impact

The frequencies and damping parameters are a property of the object, and independent of how the object is hit

+ +...+

a0a1 ak

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The Modal Synthesis Model

u(x,t) F(p,t)Ls(t)

)2sin()()(1

tfepats ktd

N

kk

k

Impulse response,

modal model

Parameters measured experimentally

Kth mode: Gain Factor Point Damping Vibration of impact Term Frequency

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Force Modeling

ImpactSlidingRolling

Wavetable

Stochastic

At runtime: Find gain parameters given the location, strength and kind of force.

Synthesize sound from previous equation.

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Impact Forces

•Duration: hardness (T)•Magnitude: energy transfer (w)•Multiple micro-collisions

TtTtwtF 0)),/2cos(1()( Example:

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Sliding/Scraping

Micro-collisions lead to noisy audio-force

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Sliding/Scraping

Wavetable approach Store force parameters Modulate amplitude with energy transfer Modulate rate with contact speed

Synthesis Approach Fractal noise represents roughness Filter through reson filter Resonance ~ contact speed Width ~ randomness of surface

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Rolling

No relative surface motion

Differences with sliding:•Smoother: Use low pass•More damping•Harder to create•Less understood•Essential coupling?

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Rolling: Smooth Surfaces

Polyhedral objects do not lead to smooth rolling forces

Instead use smooth surfaces directly

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Rolling: Contact Evolution

Evolve the contact in Reduced coordinates

q = (u,v,s,t, )

q q q .. .

c(u,v)

d(s,t)

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Rolling: Contact Evolution

Piecewise parametric surfaces, loop subdivision surfaces

Explicit integration, no stabilization Multiple contacts and conforming contacts

are not handled Used only when multiple contacts in close

spatio-temporal proximity

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Demo

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Dynamic Forces

Contact force

Rolling speed

Slipping speed

Impulses

…and locations

Pebble-in-Wok Demo

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Results

0.1% CPU time per mode Graceful degradation of quality The bell demo is interactive Uses a PHANToM for interaction Authors do not report any real timings State that “sound quality” is perception-

based and has no metric as of now

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Overview

Background

FEM Simulation

Modal Synthesis (FoleyAutomatic)

Comparison/Conclusions

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Discussion

FEM: Physically Rigorous and GeneralToo slow for interactive applicationsDoesn’t scale wellInappropriate to apply a 30fps technique to

44000fps?Maybe too general for the problem

domain?

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Discussion

Modal model exploits the vibrational nature

Higher EfficiencyBut, not rigorously physically basedFinding the parameters requires

experimentation and “earballing”No rigorous correlation between physical

and perceptual parameters

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Discussion

For Realtime: Need for a technique to cover the middle ground

Extracting modal parameters in general requires solving PDEs

Not possible to do in an automated manner

Approximate modal parameters and then use modal synthesis?

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Conclusion

PBS involves orders of magnitude smaller temporal and spatial scales

Research is sparse, problems are denseMain contributions of the two papers

besides vibration modeling: FEM: Efficient modeling of sound propagation FoleyAutomatic: Efficient, Approximate models

to handle surface properties and contact forces

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References

O'Brien, J. F., Cook, P. R., Essl G., "Synthesizing Sounds from Physically Based Motion." The proceedings of ACM SIGGRAPH 2001, Los Angeles, California, August 11-17, pp. 529-536.

Kees van den Doel, Paul G. Kry and Dinesh K. Pai, “FoleyAutomatic: Physically-based Sound Effects for Interactive Simulation and Animation” Computer Graphics (ACM SIGGRAPH 01 Conference Proceedings), pp. 537-544, 2001.

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Acknowledgements

Some images were taken from the referred papers and the corresponding SIGGRAPH slides


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