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Real-time wave acoustics for games Nikunj Raghuvanshi Microsoft Research.

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Presentation on theme: "Real-time wave acoustics for games Nikunj Raghuvanshi Microsoft Research."— Presentation transcript:

1 Real-time wave acoustics for games Nikunj Raghuvanshi Microsoft Research

2 Immersion Image taken from: incrysis.com

3 Sound in games today Manually tuned roll-off/occlusion/reverb filters Realism requires tedious labor Reduces time for creativity 3

4 Physically-based sound Physics Perception automation control Use auditory perception  compact, parametric models realistic-sounding starting point artistic control quality-efficiency tradeoff More time for creative work “Physically-based”

5 Sound Propagation (Acoustics) Sound waves propagate from source, complex interactions with boundary Diffraction, high-order reflection, scattering Listener Source

6 Sound Propagation Essential for immersion in acoustic spaces Physically complex, perceivable effects Positive pressure Negative pressure

7 Diffraction Sound does NOT propagate in rays like light, it bends So, you often hear what you don’t see Low-frequencies bend more: occluders act as low-pass filters Light Sound

8 Scattering Light Sound Geometric details cause scattering: A furnished room sounds very different from an empty one

9 Games today Hand-tuned filters: difficult & tedious Simulated propagation → automatic, detailed, scene-dependent acoustics Direct path muffled Reflections muffled Direct path muffled Reflections clear Direct path clear Reflections muffled Images: Dmitri Gait © 2003

10 Ray-based methods Beam-tracing [Funkhouser et. al. 2004] Ray frustum-tracing [Chandak et. al., 2008] Image-source method [Tsingos, 2009] Problems: diffraction/scattering, high-order reflections challenging

11 Our Approach Pre-computed wave simulation attenuation behind obstructions, low-pass filtering scattering from complex surfaces realistic, scene-dependent reverb works with “triangle-soup” scenes Pre-compute & render scene geometry not needed at runtime

12 Comparison with Half Life 2 TM “Train Station” scene Our engine vs. game’s default sound engine

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15 Pre-compute & Render Impulse Response Time Pressure Precompute direct reflected Render ? + = Pressure Time * Convolution

16 Moving Source & Listener Time Pressure

17 Moving Source & Listener Time Pressure

18 Moving Source & Listener Time Pressure

19 Moving Source & Listener Time Pressure

20 Moving Source & Listener Time Pressure

21 Main Challenge Acoustic responses vary spatially 7D sampling space source (3D) x listener (3D) x time (1D) Can reduce to 6D Restrict listener to 2.5D surface Brute-force sampling still infeasible

22 Brute-force sampling Scene: Half-Life 2’s Citadel (28m x 60m x 32m) Simulation grid (12 cm) Direct storage: 200,000 GB

23 Main ideas Compact representation for acoustic impulse responses works well with wave simulations Spatial interpolation allowing coarse (~1m) grid Real-time wave effects automatic correspondence to scene geometry

24 Our approach: Overview Source locations Listener locations ~ 1-2 meters

25 Wave Simulation Response (Listener at source location) Encode this compactly Simulator: ARD [Raghuvanshi et. al., 2009] Fast and memory-efficient Input: scene geometry (triangle mesh) acoustic material properties Source pulse Positive pressure Negative pressure

26 Psycho-acoustics Time Pressure Early Reflections Late Reverberation Direct Sound: sense of direction Early Reflections: loudness, timbre; spatial variation; ~100 ms Late Reverberation: decay envelope; no spatial variation; few seconds Reference: “Room Acoustics” by Heinrich Kuttruff

27 Demo Perceptual effect Only Direct sound Direct + Early Reflections Direct + Early Reflections + Late Reverberation

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29 Time Pressure Record response Probe Source Listener Technique: Wave Simulation

30 Early Reflections (ER) Late Reverberation (LR) Early Reflections / Late Reverb Automatic separation: echo density (500 peaks/sec) single late reverb filter per room: room-dependent reverb early reflection sampled on a grid within room Store one per room Peak Detection Time Pressure

31 Store, [ Peak times and amplitudes Frequency trend ER Representation Early Reflections (ER) Late Reverberation (LR) captures reflection/diffraction strengths and delays captures spectral effects (low-pass filtering etc.) Time Pressure ]

32 Runtime: Spatial Interpolation Time Pressure P1 P2 Time Pressure P1 Ours Time Pressure Linear Time Pressure peak aliasing no aliasing ?P1P2

33 Runtime: Audio Engine Game Engine Audio Engine source listener Source position Listener position Impulse Response Interpolated Early reflection Room Late reverb + Source sound * Convolve Output

34 Results: Citadel Walkthrough Game environment from Half Life 2 TM Size: 60m x 28m x 22m

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36 Results: Walkway Size: 19m x 19m x 8m Realistic attenuation behind walls

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38 Results: Walkway Sound focusing Loudness increases beneath concave reflector

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40 Results: Living Room Empty vs. furnished living room Scattering off furnishings changes acoustics

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43 Integration with Half Life 2 TM Train Station scene: 36m x 83m x 32m

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45 Cost Run-time: ~5% of a core per source Reduce further: partitioned convolution Memory: <100 MB – current work to reduce to <10 MB Pre-compute: few minutes per source location, few hours per scene Reference processor: 2.8GHz Quad-core Intel Xeon

46 Summary First real-time wave-based sound propagation engine Automatic diffraction, occlusion/obstruction, late reverberation, focusing, in complex 3D scenes Moving sources and listener

47 Future Work Need further 10x reduction in memory: ~5 MB footprint spatial compression adaptive sampling Dynamic geometry could be added Pre-computed frequency-dependent occlusion factors Integration with existing audio middleware

48 Conclusion Wave acoustics for games automatic scene-dependent roll-off, obstructions, focusing, reverb etc., depending on source/listener location Physically-based techniques are a powerful way to deal with game sounds automation for the tedious part of audio design

49 Acknowledgements Collaborators: Ming C. Lin, UNC Chapel Hill John Snyder, Microsoft Research Naga K. Govindaraju, Microsoft Ravish Mehra, UNC Chapel Hill Kristofor Mellroth, Microsoft Game Studios

50 Thank you!! Questions? http://research.microsoft.com/people/nikunjr/ Papers, demos etc. nikunjr@microsoft.com

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52 State-of-the-art: Games Image © Dmitry Gait 2003 Occlusion Obstruction Exclusion Hand-tuned filters: tedious Simulated propagation → automatic, detailed scene-dependent acoustics

53 Technique: Peak Detection search for local extrema extract peak delays and amplitudes wide-band information

54 Early Reflections (ER) Late Reverberation (LR) Time Frequency Technique: Frequency Trend Extraction Band-limited FFT

55 Technique: Frequency Trend Extraction peak data does not capture downward trend (diffraction) Early Reflections (ER) Late Reverberation (LR) Time Frequency FFT

56 Divide Frequency trend Extrapolated Technique: Frequency Trend Extraction Early Reflections (ER) Late Reverberation (LR) Time Frequency FFT

57 Divide Store, [ ] Peak times and amplitudes Frequency trend Extrapolated Technique: ER Representation Early Reflections (ER) Late Reverberation (LR) Time Frequency FFT

58 Peak Detection search for local extrema extract peak delays and amplitudes – captures reflection/diffraction strength and delay

59 impulse response interpolation Runtime: Spatial Interpolation listener source

60 Applying the acoustic response Convolve source sound with response Need fast convolution Fast frequency-domain convolutions bottleneck: FFT need a frequency-domain audio pipeline no need to access scene geometry at runtime

61 Propagation Engine Per Ear. FFT IFFT Output Short FFT Pre- baked Input ER LR Frequency Trend. + + Source 2 Source n : element-wise multiplication. : element-wise sum +


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