Interactive acoustic modeling of virtual environments Nicolas Tsingos Nicolas TsingosREVES-INRIA
Acoustics in virtual environments Goal: realistic sound in virtual environments Evans & Sutherland Avery Fisher Hall Id Software Driving simulator Concert hall design Video game
Geometrical acoustics Represent sound waves as ray paths ray paths
Problem: modeling diffraction Current geometric methods ignore diffraction Newton’s “Principia” (1686)
Problem: modeling diffraction Ignoring diffraction causes discontinuities
A problem: sound diffraction Ignoring diffraction causes discontinuities
Outline Possible approaches Possible approaches Beam tracing algorithm Beam tracing algorithm Experimental results Conclusion
Possible approaches Wave formulation Wave formulation Huygens-Fresnel theory Huygens-Fresnel theory Fresnel ellipsoids Fresnel ellipsoids Geometrical theory of diffraction Geometrical theory of diffraction
Possible approaches Wave formulation Huygens-Fresnel theory Fresnel ellipsoids Geometrical theory of diffraction Geometrical theory of diffraction Equal angles source listener
Geometrical Theory of Diffraction Each sequence of diffracting edges and reflecting surfaces is modeled by a single shortest path Each sequence of diffracting edges and reflecting surfaces is modeled by a single shortest path At each edge, the acoustic field is modulated by a diffraction coefficient At each edge, the acoustic field is modulated by a diffraction coefficient source listener
Problem to solve Efficient enumeration and construction of diffracted and reflected paths in polygonal environments
Outline Motivation for diffraction Possible approaches Beam tracing algorithm Beam tracing algorithm Experimental results Conclusion
Example beam tracing
Outline Motivation for diffraction Possible approaches Beam tracing algorithm Experimental results Experimental results Conclusion
Experimental results Evaluate sound field continuity in a complex environment source listener ~1800 polygons
Experimental results Position along path Power (dB)
Reflection only Discontinuities Position along path Power (dB)
Diffraction only Position along path Power (dB) Continuous but low power
Reflection and diffraction Continuous reverberant sound Position along path Power (dB)
Applications Telepresence Telepresence Video games Video games Audio-visual production Audio-visual production Acoustic simulation of listening spaces Acoustic simulation of listening spaces
Video Performance Paths updated 20 times per second (R10k, 195 MHz)
Conclusion A beam tracing algorithm A beam tracing algorithm Efficient calculation of sound reflection and diffraction Scales well to large architectural environments Fast enough to support real-time audio rendering
Conclusion Diffraction … is an important acoustical effect is an important acoustical effect smoothes discontinuities smoothes discontinuities should be included in geometry-based acoustic simulation should be included in geometry-based acoustic simulation
Future work Signal processing Signal processing DSP hardware and software APIs Validation Validation Measurements Psychoacoustics Psychoacoustics Listening tests
Future work Signal processing Signal processing DSP hardware and software APIs Validation Validation Measurements Psychoacoustics Psychoacoustics Listening tests source wall panel
Validation in the “Bell Labs Box”
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