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Interactive Sound Rendering Session5: Simulating Diffraction Paul Calamia pcalamia@cs.princeton.edu P. Calamia, M. Lin, D. Manocha, L. Savioja, N. Tsingos
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Overview Motivation: Why Diffraction? Simulation Methods Frequency Domain: Uniform Theory of Diffraction (UTD) Time Domain: Biot-Tolstoy-Medwin Formulation (BTM) Acceleration Techniques UTD: Frequency Interpolation BTM: Edge Subdivision Both: Path Culling Implementation Example: UTD with Frustum Tracing Additional Resources
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Motivation Wavelengths of audible sounds can be comparable to (or larger than) object dimensions so diffraction is an important acoustic propagation phenomenon Unlike wave-based simulation techniques, geometrical-acoustics (GA) techniques omit diffraction Incorrect reflection behavior from small surfaces No propagation around occluders / into shadow zones Sound-field discontinuities at reflection and shadow boundaries
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Continuity of Sound Fields with Diffraction Example: reflection from a faceted arch with and without diffraction Even with low- resolution geometry, GA + diffraction yields a continuous sound field Images courtesy of Peter Svensson, NTNU
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Propagation into Shadow Zones Example: propagation at a street crossing Diffraction from the corner allows propagation into areas without line of sight to the source Images courtesy of Peter Svensson, NTNU
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Propagation into Shadow Zones Example: propagation at a street crossing Diffraction from the corner allows propagation into areas without line of sight to the source Note the continuous wavefronts too Images courtesy of Peter Svensson, NTNU
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Common Diffraction Methods Uniform Theory of Diffraction (UTD) Keller ’62, Kouyoumjian and Pathak ‘74 Typically used in the frequency domain although a time-domain formulation exists Assumptions Ideal wedge surfaces (perfectly rigid or soft) High frequency Infinitely long edges Far-field source and receiver For acoustic simulations see Tsingos et al. ’01, Antonacci et al. ’04, Taylor et al. ‘09
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Uniform Theory of Diffraction UTD gives the diffracted pressure as a function of incident pressure, distance attenuation, and a diffraction coefficient Angle of diffraction = angle of incidence (θ d = θ i ) Ray-like paths on a cone of diffraction Images from Tsingos et al., ‘01
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Uniform Theory of Diffraction (UTD)
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Common Diffraction Methods Biot-Tolstoy-Medwin (BTM) Biot and Tolstoy ’52, Medwin ’81, Svensson et al. ‘99 Typically used in the time domain although a frequency-domain formulation exists Assumptions Ideal wedge surfaces (perfectly rigid or soft) Point-source insonification For acoustic simulations see Torres et al. ’01, Lokki et al. ’02, Calamia et al. ’07 and ‘08
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Biot-Tolstoy-Medwin Diffration (BTM) Wedge W = exterior wedge angle ν = π/θ W is the wedge index Source and Receiver: Edge-Aligned Cylindrical Coordinates ( r, , z ) r = radial distance from the edge = angle measured from a face z = distance along the edge Other m = dist. from source to edge point l = dist. from receiver to edge point A = apex point, point of shortest path from S to R through the line containing the edge
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Biot-Tolstoy-Medwin Diffration (BTM)
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Four terms in UTD and BTM When θ W > π, two shadow boundaries and two reflection boundaries When θ W ≤ π, only reflection boundaries but inter-reflections (order 2, 3, …) are possible Each diffraction term is associated with a “zone boundary” Geometrical-acoustics sound field is discontinuous Diffracted field has a complimentary discontinuity to compensate Numerical Challenge: Zone-Boundary Singularity UTD: BTM: At the boundaries:
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Numerical Challenge: Zone-Boundary Singularity Reflection Boundary Shadow Boundary Source Position
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Numerical Challenge: Zone-Boundary Singularity Reflection Boundary Shadow Boundary Source Position Normalized Amplitude
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Numerical Challenge: Zone-Boundary Singularity Approximations exist to allow for numerically robust implementations BTM (Svensson and Calamia, Acustica ’06): Serial expansion around the apex point UTD (Kouyoumjian and Pathak ’74): Approximation valid in the “neighborhood” of the zone boundaries
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Acceleration Techniques Reduce computation for each diffraction component UTD: Frequency Interpolation BTM: Edge Subdivision Reduce the number of diffraction components through path culling Shadow Zone Zone-Boundary Proximity
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Frequency Interpolation Magnitude of diffraction transfer function typically is smooth Phase typically is ~linear Compute UTD coefficients at a limited number of frequencies (e.g. octave-band center frequencies 63, 125, 250, …, 8k, 16k Hz) and interpolate Frequency (Hz) Magnitude (dB re. 1)
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Edge Subdivision for Discrete-Time IRs Sample-aligned edge segments: one for each IR sample Pros Accurate Good with approx for sample n 0 Cons Slow to compute Must be recalculated when S or R moves n2n2 n1n1 n1n1 n0n0 n2n2 S R
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Edge Subdivision for Discrete-Time IRs Even edge segments Pros Trivial to compute Independent of S and R positions Cons No explicit boundaries for n 0 → harder to handle singularity Requires a scheme for multi-sample distribution S R S R 6.11.54.93.30.84.91.53.36.1
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Edge Subdivision for Discrete-Time IRs Hybrid Subdivision Use a small number of sample-aligned segments around the apex point High accuracy for the impulsive (high energy) onset Easy to use with approximations for h(n 0 ) Use even segments for the rest of the edge Can be precomputed Limited recalculation for moving source or receiver 6.14.93.04.93.06.1 n2n2 n1n1 n1n1 n0n0 n2n2
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Hybrid Edge Subdivision Example 35 1.2 m x 1.2 m rigid panels Interpanel spacing 0.5 m 5 m above 2 source and 2 receiver positions Evaluate The number of sample-aligned segments: 1 – 10 The size of the even segments: maximum sample span of 40, 100, and 300 The numerical integration technique 1-Point (midpoint) 3-Point (Simpson’s Rule) 5-Point (Compound Simpson’s Rule with Romberg Extrapolation)
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Hybrid Edge Subdivision S/RZone Segment Norm.Max. PairSizeInteg.SizeInteg.Proc.Error (samples) Time(dB) 141-point1001-point.0214.97 1all5-pointN/A 1.0000 0
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Path Culling Significant Growth in Paths Due to Diffraction
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Path Culling Option 1: For each wedge, compute diffraction only for paths in the shadow zone Intuition: Sound field in the “illuminated” area around a wedge will be dominated by direct propagation and/or reflections, shadow zone will receive limited energy without diffraction Pro: Allows propagation around obstacles Con: Ignores GA discontinuity at reflection boundary Implementations described in Tsingos et al. ’01, Antonacci et al. ’04, Taylor et al. ’09
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Path Culling Option 2: Compute diffraction only when amplitude is “significant” Intuition: numerically/perceptually significant diffracted paths are those with highest amplitude and/or energy, typically those with the receiver close to a zone boundary Pro: Eliminates large discontinuities in the simulated sound field Con: Does not allow for propagation deep into shadow zones Implementation described in Calamia et al. ‘08
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Path Culling Reflection Boundary Shadow Boundary Source Position Significant variation in diffraction strength (~220 dB in this example) Predict relative size based on proximity to a zone boundary and apex-point status
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Path Culling Results Numerical and subjective evaluation in a simple concert-hall model ABX tests comparing full IRs with culled IRs, 17 subjects An angular threshold of 24° culls ~92% of the diffracted components
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Simulation Example: Frustum Tracing Goals Find propagation paths around edges Render at interactive rates Allow dynamic sources, receivers, and geometry Method Frustum tracing with dynamic BVH acceleration Diffraction only in the shadow region Diffraction paths computed with UTD
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Step 1: Identify Edge Types (Preprocess) Mark possible diffracting edges Exterior edges Disconnected edges
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Step 2: Propagate Frusta Propagate frusta from source through scene
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Step 2: Propagate Frusta Propagate frusta from source through scene When diffracting edges are encountered, make diffraction frustum
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Step 3: Auralization If receiver is inside frustum Calculate path back to source Attenuate path with UTD coefficient and add to IR Convolve audio with IR Output final audio sample
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System Demo
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Future Work Direct comparison of UTD and BTM Numerical accuracy Computation time Subjective Tests Limited subjective tests of auralization with diffraction Static scenes Torres et al. JASA ‘01 Calamia et al. Acustica ‘08 Dynamic scenes None
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Additional Resources F. Antonacci, M. Foco, A. Sarti, and S. Tubaro, “Fast modeling of acoustic reflections and diffraction in complex environments using visibility diagrams. In Proc. 12th European Signal Processing Conference (EUSIPCO ‘04), pp. 1773 - 1776, 2004. P. Calamia, B. Markham, and U. P. Svensson, “Diffraction culling for virtual-acoustic simulations,” Acta Acustica united with Acustica, Special Issue on Virtual Acoustics, 94(6), pp. 907 - 920, 2008. P. Calamia and U. P. Svensson, “Fast time-domain edge-diffraction calculations for interactive acoustic simulations,” EURASIP Journal on Advances in Signal Processing, Special Issue on Spatial Sound and Virtual Acoustics, Article ID 63560, 2007. A. Chandak, C. Lauterbach, M. Taylor, Z. Ren, and D. Manocha, “ADFrustum: Adaptive frustum tracing for interactive sound propagation,” IEEE Trans. on Visualization and Computer Graphics, 14, pp. 1707 - 1722, 2008. R. Kouyoumjian and P. Pathak, “A uniform geometrical theory of diffraction for an edge in a perfectly conducting surface. In Proc. IEEE, vol. 62, pp. 1448 - 1461, 1974.
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Additional Resources T. Lokki, U. P. Svensson, and L. Savioja, “An efficient auralization of edge diffraction,” In Proc. Aud. Engr. Soc. 21st Intl. Conf. on Architectural Acoustics and Sound Reinforcement, pp. 166 - 172, 2002. D. Schröder and A. Pohl, “Real-time hybrid simulation method including edge diffraction,” In Proc. EAA Symposium on Auralization, Otaniemi, 2009. U. P. Svensson, R. I. Fred, and J. Vanderkooy, “An analytic secondary-source model of edge diffraction impulse responses,” J. Acoust. Soc. Am., 106(5), pp. 2331 - 2344, 1999. U. P. Svensson and P. Calamia, “Edge-diffraction impulse responses near specular-zone and shadow-zone boundaries,” Acta Acustica united with Acustica, 92(4), pp. 501 - 512, 2006. M. Taylor, A. Chandak, Z. Ren, C. Lauterbach, and D. Manocha, “Fast edge-diffraction for sound propagation in complex virtual environments,” In Proc. EAA Symposium on Auralization, Otaniemi, 2009.
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Additional Resources R. Torres, U. P. Svensson, and M. Kleiner, “Computation of edge diffraction for more accurate room acoustics auralization,” J. Acoust. Soc. Am., 109(2), pp. 600 - 610, 2001. N. Tsingos, T. Funkhouser, A. Ngan, and I. Carlbom, “Modeling acoustics in virtual environments using the Uniform Theory of Diffraction,” In Proc. ACM Computer Graphics (SIGGRAPH ’01), pp. 545 - 552, 2001. N. Tsingos, I. Carlbom, G. Elko, T. Funkhouser, and R. Kubli, “Validation of acoustical simulations in the Bell Labs box,” IEEE Computer Graphics and Applications, 22(4), pp. 28 - 37, 2002. N. Tsingos and J.-D. Gascuel, “Soundtracks for computer animation: Sound rendering in dynamic environments with occlusions,” In Proc. Graphics Interface97, Kelowna, BC, 1997. N. Tsingos and J.-D. Gascuel, “Fast rendering of sound occlusion and diffraction effects for virtual acoustic environments,” In Proc. 104th Aud. Engr. Soc. Conv., 1998. Preprint no. 4699.
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