Interactive Sound Rendering SIGGRAPH 2009 Dinesh Manocha UNC Chapel Hill

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Presentation transcript:

Interactive Sound Rendering SIGGRAPH 2009 Dinesh Manocha UNC Chapel Hill

Sound Rendering: An Overview Modeling Acoustic Geometry -- surface simplification Source Modeling -- area source -- emitting characteristics -- sound signal Acoustic Material -- absorption coefficient -- scattering coefficient 3D Audio Rendering Personalized HRTFs for 3D sound Late Reverberation Digital Signal Processing Interpolation for Dynamic 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 Hz vs. 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 Audio Rendering Personalized HRTFs for 3D sound Late Reverberation Digital Signal Processing Interpolation for Dynamic 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 dynamic Moving sound sources Moving listeners Moving scene geometry   Trade-off speed with the accuracy of the simulation   Static environment effects (assigned to regions in the scene)

3D Audio Rendering

  Main Components   3D Audio and HRTF   Artifact free rendering for dynamic scenes   Handling many sound sources Need 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) 9:20am: Interactive Sound Synthesis (Lin) 9:50am: Perceptual Audio Rendering (Tsingos) 10:30am: Geometric Sound Propagation (Manocha) 10:50am: Simulating Diffraction (Calamia) 11:20am: Numeric Sound Propagation (Lin) 11:40am: {Multi,Many}-Core Accelerations (Manocha and Savioja) 12:00pm: Integration into Game Engines (Tsingos)