452 research outputs found

    Aggregated motion estimation for real-time MRI reconstruction

    Full text link
    Real-time magnetic resonance imaging (MRI) methods generally shorten the measuring time by acquiring less data than needed according to the sampling theorem. In order to obtain a proper image from such undersampled data, the reconstruction is commonly defined as the solution of an inverse problem, which is regularized by a priori assumptions about the object. While practical realizations have hitherto been surprisingly successful, strong assumptions about the continuity of image features may affect the temporal fidelity of the estimated images. Here we propose a novel approach for the reconstruction of serial real-time MRI data which integrates the deformations between nearby frames into the data consistency term. The method is not required to be affine or rigid and does not need additional measurements. Moreover, it handles multi-channel MRI data by simultaneously determining the image and its coil sensitivity profiles in a nonlinear formulation which also adapts to non-Cartesian (e.g., radial) sampling schemes. Experimental results of a motion phantom with controlled speed and in vivo measurements of rapid tongue movements demonstrate image improvements in preserving temporal fidelity and removing residual artifacts.Comment: This is a preliminary technical report. A polished version is published by Magnetic Resonance in Medicine. Magnetic Resonance in Medicine 201

    Interactive procedural simulation of paper tearing with sound

    Get PDF
    International audienceWe present a phenomenological model for the real-time simulation of paper tearing and sound. The model uses as input rotations of the hand along with the index and thumb of left and right hands to drive the position and orientation of two regions of a sheet of paper. The motion of the hands produces a cone shaped deformation of the paper and guides the formation and growth of the tear. We create a model for the direction of the tear based on empirical observation, and add detail to the tear with a directed noise model. Furthermore, we present a procedural sound synthesis method to produce tearing sounds during interaction. We show a variety of paper tearing examples and discuss applications and limitations

    Perceptually Driven Interactive Sound Propagation for Virtual Environments

    Get PDF
    Sound simulation and rendering can significantly augment a user‘s sense of presence in virtual environments. Many techniques for sound propagation have been proposed that predict the behavior of sound as it interacts with the environment and is received by the user. At a broad level, the propagation algorithms can be classified into reverberation filters, geometric methods, and wave-based methods. In practice, heuristic methods based on reverberation filters are simple to implement and have a low computational overhead, while wave-based algorithms are limited to static scenes and involve extensive precomputation. However, relatively little work has been done on the psychoacoustic characterization of different propagation algorithms, and evaluating the relationship between scientific accuracy and perceptual benefits.In this dissertation, we present perceptual evaluations of sound propagation methods and their ability to model complex acoustic effects for virtual environments. Our results indicate that scientifically accurate methods for reverberation and diffraction do result in increased perceptual differentiation. Based on these evaluations, we present two novel hybrid sound propagation methods that combine the accuracy of wave-based methods with the speed of geometric methods for interactive sound propagation in dynamic scenes.Our first algorithm couples modal sound synthesis with geometric sound propagation using wave-based sound radiation to perform mode-aware sound propagation. We introduce diffraction kernels of rigid objects,which encapsulate the sound diffraction behaviors of individual objects in the free space and are then used to simulate plausible diffraction effects using an interactive path tracing algorithm. Finally, we present a novel perceptual driven metric that can be used to accelerate the computation of late reverberation to enable plausible simulation of reverberation with a low runtime overhead. We highlight the benefits of our novel propagation algorithms in different scenarios.Doctor of Philosoph

    Interactive physically-based sound simulation

    Get PDF
    The realization of interactive, immersive virtual worlds requires the ability to present a realistic audio experience that convincingly compliments their visual rendering. Physical simulation is a natural way to achieve such realism, enabling deeply immersive virtual worlds. However, physically-based sound simulation is very computationally expensive owing to the high-frequency, transient oscillations underlying audible sounds. The increasing computational power of desktop computers has served to reduce the gap between required and available computation, and it has become possible to bridge this gap further by using a combination of algorithmic improvements that exploit the physical, as well as perceptual properties of audible sounds. My thesis is a step in this direction. My dissertation concentrates on developing real-time techniques for both sub-problems of sound simulation: synthesis and propagation. Sound synthesis is concerned with generating the sounds produced by objects due to elastic surface vibrations upon interaction with the environment, such as collisions. I present novel techniques that exploit human auditory perception to simulate scenes with hundreds of sounding objects undergoing impact and rolling in real time. Sound propagation is the complementary problem of modeling the high-order scattering and diffraction of sound in an environment as it travels from source to listener. I discuss my work on a novel numerical acoustic simulator (ARD) that is hundred times faster and consumes ten times less memory than a high-accuracy finite-difference technique, allowing acoustic simulations on previously intractable spaces, such as a cathedral, on a desktop computer. Lastly, I present my work on interactive sound propagation that leverages my ARD simulator to render the acoustics of arbitrary static scenes for multiple moving sources and listener in real time, while accounting for scene-dependent effects such as low-pass filtering and smooth attenuation behind obstructions, reverberation, scattering from complex geometry and sound focusing. This is enabled by a novel compact representation that takes a thousand times less memory than a direct scheme, thus reducing memory footprints to within available main memory. To the best of my knowledge, this is the only technique and system in existence to demonstrate auralization of physical wave-based effects in real-time on large, complex 3D scenes

    Spatial Sound Rendering – A Survey

    Get PDF
    Simulating propagation of sound and audio rendering can improve the sense of realism and the immersion both in complex acoustic environments and dynamic virtual scenes. In studies of sound auralization, the focus has always been on room acoustics modeling, but most of the same methods are also applicable in the construction of virtual environments such as those developed to facilitate computer gaming, cognitive research, and simulated training scenarios. This paper is a review of state-of-the-art techniques that are based on acoustic principles that apply not only to real rooms but also in 3D virtual environments. The paper also highlights the need to expand the field of immersive sound in a web based browsing environment, because, despite the interest and many benefits, few developments seem to have taken place within this context. Moreover, the paper includes a list of the most effective algorithms used for modelling spatial sound propagation and reports their advantages and disadvantages. Finally, the paper emphasizes in the evaluation of these proposed works

    ACM Transactions on Graphics

    Get PDF
    We present a boundary element based method for fast simulation of brittle fracture. By introducing simplifying assumptions that allow us to quickly estimate stress intensities and opening displacements during crack propagation, we build a fracture algorithm where the cost of each time step scales linearly with the length of the crackfront. The transition from a full boundary element method to our faster variant is possible at the beginning of any time step. This allows us to build a hybrid method, which uses the expensive but more accurate BEM while the number of degrees of freedom is low, and uses the fast method once that number exceeds a given threshold as the crack geometry becomes more complicated. Furthermore, we integrate this fracture simulation with a standard rigid-body solver. Our rigid-body coupling solves a Neumann boundary value problem by carefully separating translational, rotational and deformational components of the collision forces and then applying a Tikhonov regularizer to the resulting linear system. We show that our method produces physically reasonable results in standard test cases and is capable of dealing with complex scenes faster than previous finite- or boundary element approaches

    Interactive Sound Propagation using Precomputation and Statistical Approximations

    Get PDF
    Acoustic phenomena such as early reflections, diffraction, and reverberation have been shown to improve the user experience in interactive virtual environments and video games. These effects arise due to repeated interactions between sound waves and objects in the environment. In interactive applications, these effects must be simulated within a prescribed time budget. We present two complementary approaches for computing such acoustic effects in real time, with plausible variation in the sound field throughout the scene. The first approach, Precomputed Acoustic Radiance Transfer, precomputes a matrix that accounts for multiple acoustic interactions between all scene objects. The matrix is used at run time to provide sound propagation effects that vary smoothly as sources and listeners move. The second approach couples two techniques -- Ambient Reverberance, and Aural Proxies -- to provide approximate sound propagation effects in real time, based on only the portion of the environment immediately visible to the listener. These approaches lie at different ends of a space of interactive sound propagation techniques for modeling sound propagation effects in interactive applications. The first approach emphasizes accuracy by modeling acoustic interactions between all parts of the scene; the second approach emphasizes efficiency by only taking the local environment of the listener into account. These methods have been used to efficiently generate acoustic walkthroughs of architectural models. They have also been integrated into a modern game engine, and can enable realistic, interactive sound propagation on commodity desktop PCs.Doctor of Philosoph

    Adaptive Modeling of Details for Physically-based Sound Synthesis and Propagation

    Get PDF
    In order to create an immersive virtual world, it is crucial to incorporate a realistic aural experience that complements the visual sense. Physically-based sound simulation is a method to achieve this goal and automatically provides audio-visual correspondence. It simulates the physical process of sound: the pressure variations of a medium originated from some vibrating surface (sound synthesis), propagating as waves in space and reaching human ears (sound propagation). The perceived realism of simulated sounds depends on the accuracy of the computation methods and the computational resource available, and oftentimes it is not feasible to use the most accurate technique for all simulation targets. I propose techniques that model the general sense of sounds and their details separately and adaptively to balance the realism and computational costs of sound simulations. For synthesizing liquid sounds, I present a novel approach that generate sounds due to the vibration of resonating bubbles. My approach uses three levels of bubble modeling to control the trade-offs between quality and efficiency: statistical generation from liquid surface configuration,explicitly tracking of spherical bubbles, and decomposition of non-spherical bubbles to spherical harmonics. For synthesizing rigid-body contact sounds, I propose to improve the realism in two levels using example recordings: first, material parameters that preserve the inherent quality of the recorded material are estimated; then extra details from the example recording that are not fully captured by the material parameters are computed and added. For simulating sound propagation in large, complex scenes, I present a novel hybrid approach that couples numerical and geometric acoustic techniques. By decomposing the spatial domain of a scene and applying the more accurate and expensive numerical acoustic techniques only in limited regions, a user is able to allocate computation resources on where it matters most.Doctor of Philosoph

    Aeronautical Engineering. A continuing bibliography, supplement 115

    Get PDF
    This bibliography lists 273 reports, articles, and other documents introduced into the NASA scientific and technical information system in October 1979
    • …
    corecore