Interactive Sound Rendering SIGGRAPH 2009 Dinesh Manocha UNC Chapel Hill dm@cs.unc.edu

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Interactive Sound RenderingSIGGRAPH 2009

Dinesh Manocha

UNC Chapel Hill

dm@cs.unc.edu

Sound Rendering: An Overview

Modeling

Acoustic Geometry -- surface simplification

Source Modeling -- area source -- emitting characteristics -- sound signal

Acoustic Material -- absorption coefficient -- scattering coefficient

3D AudioRendering

Personalized HRTFsfor 3D sound

Late Reverberation

Digital Signal Processing

Interpolation forDynamic 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 Hzvs. 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 AudioRendering

Personalized HRTFsfor 3D sound

Late Reverberation

Digital Signal Processing

Interpolation forDynamic 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 dynamicMoving sound sourcesMoving listenersMoving scene geometry

Trade-off speed with the accuracy of the simulation

Static environment effects (assigned to regions in the scene)

3D Audio Rendering

3D Audio Rendering

Main Components

3D Audio and HRTF

Artifact free rendering for dynamic scenes

Handling many sound sourcesNeed 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) 8:45am:  Sound Rendering (Savioja)

9:20am: Interactive Sound Synthesis (Lin) 9:20am: Interactive Sound Synthesis (Lin)

9:50am:  Perceptual Audio Rendering (Tsingos) 9:50am:  Perceptual Audio Rendering (Tsingos)

10:30am: Geometric Sound Propagation (Manocha) 10:30am: Geometric Sound Propagation (Manocha)

10:50am: Simulating Diffraction (Calamia) 10:50am: Simulating Diffraction (Calamia)

11:20am: Numeric Sound Propagation (Lin) 11:20am: Numeric Sound Propagation (Lin)

11:40am: {Multi,Many}-Core Accelerations (Manocha and Savioja) 11:40am: {Multi,Many}-Core Accelerations (Manocha and Savioja)

12:00pm: Integration into Game Engines (Tsingos)12:00pm: Integration into Game Engines (Tsingos)