10 research outputs found

    Efficient geometric sound propagation using visibility culling

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    Simulating propagation of sound can improve the sense of realism in interactive applications such as video games and can lead to better designs in engineering applications such as architectural acoustics. In this thesis, we present geometric sound propagation techniques which are faster than prior methods and map well to upcoming parallel multi-core CPUs. We model specular reflections by using the image-source method and model finite-edge diffraction by using the well-known Biot-Tolstoy-Medwin (BTM) model. We accelerate the computation of specular reflections by applying novel visibility algorithms, FastV and AD-Frustum, which compute visibility from a point. We accelerate finite-edge diffraction modeling by applying a novel visibility algorithm which computes visibility from a region. Our visibility algorithms are based on frustum tracing and exploit recent advances in fast ray-hierarchy intersections, data-parallel computations, and scalable, multi-core algorithms. The AD-Frustum algorithm adapts its computation to the scene complexity and allows small errors in computing specular reflection paths for higher computational efficiency. FastV and our visibility algorithm from a region are general, object-space, conservative visibility algorithms that together significantly reduce the number of image sources compared to other techniques while preserving the same accuracy. Our geometric propagation algorithms are an order of magnitude faster than prior approaches for modeling specular reflections and two to ten times faster for modeling finite-edge diffraction. Our algorithms are interactive, scale almost linearly on multi-core CPUs, and can handle large, complex, and dynamic scenes. We also compare the accuracy of our sound propagation algorithms with other methods. Once sound propagation is performed, it is desirable to listen to the propagated sound in interactive and engineering applications. We can generate smooth, artifact-free output audio signals by applying efficient audio-processing algorithms. We also present the first efficient audio-processing algorithm for scenarios with simultaneously moving source and moving receiver (MS-MR) which incurs less than 25% overhead compared to static source and moving receiver (SS-MR) or moving source and static receiver (MS-SR) scenario

    Acoustic pulse propagation in an urban environment using a three-dimensional numerical simulation

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    Acoustic pulse propagation in outdoor urban environments is a physically complex phenomenon due to the predominance of reflection, diffraction, and scattering. This is especially true in non-line-of-sight cases, where edge diffraction and high-order scattering are major components of acoustic energy transport. Past work by Albert and Liu [J. Acoust. Soc. Am. 127, 1335-1346 (2010)] has shown that many of these effects can be captured using a two-dimensional finite-difference time-domain method, which was compared to the measured data recorded in an army training village. In this paper, a full three-dimensional analysis of acoustic pulse propagation is presented. This analysis is enabled by the adaptive rectangular decomposition method by Raghuvanshi, Narain and Lin [IEEE Trans. Visual. Comput. Graphics 15, 789-801 (2009)], which models sound propagation in the same scene in three dimensions. The simulation is run at a much higher usable bandwidth (nearly 450 Hz) and took only a few minutes on a desktop computer. It is shown that a three-dimensional solution provides better agreement with measured data than two-dimensional modeling, especially in cases where propagation over rooftops is important. In general, the predicted acoustic responses match well with measured results for the source/sensor locations

    Interactive sound rendering in complex and dynamic scenes using frustum tracing

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    Real-time sound synthesis and propagation for games

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