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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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Introduction Explosion of "3D sound" techniques
consumer products Multi-modal experiences computer animation, video games simulators, teleconferencing Acoustic simulations room and environmental acoustics
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Overview Context Previous approaches
Interactive treatment of sound occlusion Integrated sound and graphics rendering system Adaptive simulation technique
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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
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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
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Overview Context Previous approaches
Interactive treatment of sound occlusion Integrated sound and graphics rendering system Adaptive simulation technique
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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
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Previous work: image sources
[Allen+79,Borish84, Foster+91, Strauss+95] Specular reflections Straightforward but exponential cost
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Previous work: Ray/beam tracing
[Martin+93,Dalenbäck96, Funkhouser+98, Monks+96] More general Faster but less flexible updates
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Previous work: Radiant exchanges
[Kuttruff71, Lewers93, Goral+84, Cohen+85, Nishita+85] Diffuse reflections [Hodgson91]
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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
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Overview Context Previous approaches
Interactive treatment of sound occlusion Integrated sound and graphics rendering system Adaptive simulation technique
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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)
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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
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- Fresnel ellipsoids + + M R S
k =1 M S + R - + Alternate constructive and destructive contributions Twice the unoccluded energy in the first ellipsoid
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General algorithm occluders Receiver occlusion map Source and receiver
positions Receiver For each frequency Render occlusion map Compute attenuation occlusion map Source Build filter
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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
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Results [GI97] Results Source v t Receiver t v Receiver Source
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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
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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
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Results: diffraction patterns [AES98]
sampling a receiving plane 200*200 pixels 0.02 sec. / point avg. (180 MHz SGI O2 workstation)
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Diffraction patterns (II) [AES98]
Square apertures wide aperture narrow aperture close-up Fresnel diffraction Fraunhofer diffraction
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Summary Two methods to compute sound occlusion Fresnel ellipsoids
generic and fast use graphics hardware Fresnel ellipsoids Fresnel-Kirchoff integration
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Overview Context Previous approaches
Interactive treatment of sound occlusion Integrated sound and graphics rendering system Adaptive simulation technique
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Integrating sound with 3D graphics
Fabule platform Sound path Image-source model Doppler shifting Occlusions Source, receiver and surface characteristics Télémédia project (CNET)
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Overview Context Previous approaches
Interactive treatment of sound occlusion Integrated sound and graphics rendering system Adaptive simulation technique
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Goal Treat both diffuse and specular reflections
source receiver Treat both diffuse and specular reflections Listener independent solution Radiant exchanges between patches
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Hierarchical radiosity
Designed for lighting simulations [Hanrahan+91,Cohen+88]
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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
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Temporal transport spreading duration duration+spreading I FF I.FF t t
Tmin Tmax T+ Tmin Tmax Pj Pi Tmin
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Hierarchical simulation
Efficient hierarchical representation Refinement based on energy based on echo spreading
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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
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Echo merging Merge echoes within a given temporal threshold
Control the time-complexity Take interferences into account use difference in arrival times
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Results [Siggraph97(sketch)]
Impulse responses listener-independent Visualization wavefront propagation energy mappings Acoustic predictions Collaboration with CSTB
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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
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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
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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
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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
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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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