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Simulation of High Quality Sound Fields for Interactive Graphics Applications Nicolas TSINGOS iMAGIS - GRAVIR / IMAG - INRIA UMR CNRS C5527.

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Presentation on theme: "Simulation of High Quality Sound Fields for Interactive Graphics Applications Nicolas TSINGOS iMAGIS - GRAVIR / IMAG - INRIA UMR CNRS C5527."— Presentation transcript:

1 Simulation of High Quality Sound Fields for Interactive Graphics Applications Nicolas TSINGOS iMAGIS - GRAVIR / IMAG - INRIA UMR CNRS C5527

2 Introduction Explosion of "3D sound" techniques
consumer products Multi-modal experiences computer animation, video games simulators, teleconferencing Acoustic simulations room and environmental acoustics

3 Overview Context Previous approaches
Interactive treatment of sound occlusion Integrated sound and graphics rendering system Adaptive simulation technique

4 Underlying context Modeling and propagation simulation
wave theory geometrical acoustics statistical acoustics Human hearing and restitution systems sound perceived in 3D need to reproduce spatial audio Signal processing

5 Basics of sound rendering
* source receiver Variations of the pressure propagation delay (sound speed  340 m/s) All info can be represented by a digital filter impulse response Rendering Convolution

6 Overview Context Previous approaches
Interactive treatment of sound occlusion Integrated sound and graphics rendering system Adaptive simulation technique

7 Previous work: acoustic simulations
Finite element approaches [Jean98, Hothersall+91,Kopuz+95,Kludsuweit91,Wright95] solve the wave equation discretize space and time treat all propagation phenomena high computational cost (2D and steady state) Geometrical acoustics sound rays valid for high frequencies

8 Previous work: image sources
[Allen+79,Borish84, Foster+91, Strauss+95] Specular reflections Straightforward but exponential cost

9 Previous work: Ray/beam tracing
[Martin+93,Dalenbäck96, Funkhouser+98, Monks+96] More general Faster but less flexible updates

10 Previous work: Radiant exchanges
[Kuttruff71, Lewers93, Goral+84, Cohen+85, Nishita+85] Diffuse reflections [Hodgson91]

11 Previous work: interactive acoustics
Artificial reverberators [Schroeder62,Moorer79,Jot+92] limited control Audio and video integration [Takala+92,Hahn+95] post-processing "timbre-trees" Multi-media libraries [SGI Cosmo 3D, Intel RSX, Microsoft Direct Sound] limited propagation effects

12 Overview Context Previous approaches
Interactive treatment of sound occlusion Integrated sound and graphics rendering system Adaptive simulation technique

13 Sound waves occlusion Obstacles cause diffraction
not a 0/1 "visibility" frequency dependent Simulating diffraction finite elements diffracted rays [Keller62,Kouyoumjian+74] difficult and costly from Isaac Newton's Principia (1686)

14 An interactive geometrical approach
Use a 3D polygonal model identify the diffracting objects use graphics hardware Keep the frequency dependent aspect "Ray-tracing" use "thick" rays defined by first Fresnel ellipsoids Extended visibility term between 0 and 1

15 - Fresnel ellipsoids + + M R S
k =1 M S + R - + Alternate constructive and destructive contributions Twice the unoccluded energy in the first ellipsoid

16 General algorithm occluders Receiver occlusion map Source and receiver
positions Receiver For each frequency Render occlusion map Compute attenuation occlusion map Source Build filter

17 Computing the occlusion term
Render the objects in the first Fresnel ellipsoids parallel projection Occlusion factor: (occluded area) (area of the largest Fresnel zone) 400 Hz 4000 Hz

18 Results [GI97] Results Source v t Receiver t v Receiver Source

19 The Fresnel-Kirchoff diffraction theory
A wave is a sum of "wavelets" Kirchoff integral theorem Contribution of unoccluded "wavelets" Secondary wavelets R s Primary wave

20 Computing the diffraction integral
Compute a depth map of the obstacles read the Z-buffer For each occluded pixel evaluate occluded contribution subtract obstacle R S

21 Results: diffraction patterns [AES98]
sampling a receiving plane 200*200 pixels 0.02 sec. / point avg. (180 MHz SGI O2 workstation)

22 Diffraction patterns (II) [AES98]
Square apertures wide aperture narrow aperture close-up Fresnel diffraction Fraunhofer diffraction

23 Summary Two methods to compute sound occlusion Fresnel ellipsoids
generic and fast use graphics hardware Fresnel ellipsoids Fresnel-Kirchoff integration

24 Overview Context Previous approaches
Interactive treatment of sound occlusion Integrated sound and graphics rendering system Adaptive simulation technique

25 Integrating sound with 3D graphics
Fabule platform Sound path Image-source model Doppler shifting Occlusions Source, receiver and surface characteristics Télémédia project (CNET)

26 Overview Context Previous approaches
Interactive treatment of sound occlusion Integrated sound and graphics rendering system Adaptive simulation technique

27 Goal Treat both diffuse and specular reflections
source receiver Treat both diffuse and specular reflections Listener independent solution Radiant exchanges between patches

28 Hierarchical radiosity
Designed for lighting simulations [Hanrahan+91,Cohen+88]

29 Extension to temporal phenomena
Echoes frequency band intensity (I) arrival time (T) duration Temporal radiosity list of echoes stored on patches (echograms) duration I t T

30 Temporal transport spreading duration duration+spreading I FF I.FF t t
Tmin Tmax T+ Tmin Tmax Pj Pi Tmin

31 Hierarchical simulation
Efficient hierarchical representation Refinement based on energy based on echo spreading

32 Adding specular reflections
Non diffuse radiosity [Sillion+89/91, Immel+86, Aupperle+93,Christensen+96] Image-sources model Hierarchical specular exchanges use patches centroids shooter reflector gatherer

33 Echo merging Merge echoes within a given temporal threshold
Control the time-complexity Take interferences into account use difference in arrival times

34 Results [Siggraph97(sketch)]
Impulse responses listener-independent Visualization wavefront propagation energy mappings Acoustic predictions Collaboration with CSTB

35 Conclusion Two fast sound occlusion models
use graphics hardware Integrated sound rendering system computer animation and virtual reality A model for temporal radiant exchanges hierarchical both diffuse and specular reflections listener-independent solution tunable time/accuracy tradeoff

36 Extensions Validation tests in progress Treat high reflection orders
adaptive echo bucketing statistical approaches [Monks+93,Martin+93] Clustering [Sillion+95,Paquette+98] Dynamic environments fast update of energy transfers [Drettakis+97] Application to radio waves cellular phones and wireless networks

37 Push-pull Push Pull copy echoes in sons' echograms preserve intensity
reduce width Pull copy echoes in father's echogram multiply intensity by area ratio do not combine echoes

38 Reconstructing an impulse response
Energetic response wide echoes (specular+diffuse paths) dirac impulses (pure specular paths) Reconstruct wide echoes render the echoes energetic enveloppe use white noise to get the missing phase Band pass filter and add up

39 Updating the sound path information
Evaluate the delay at each time-step iterative approach [Noser+95] simple interpolation Combination of 4 filters source, receiver, environment, reflection short Finite Impulse Response (128 pts/32 kHz) Calculating the sound occlusion use a mirrored scene for image-sources use the previous semi-quantitative approach


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