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Real-time wave acoustics for games Nikunj Raghuvanshi Microsoft Research
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Immersion Image taken from: incrysis.com
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Sound in games today Manually tuned roll-off/occlusion/reverb filters Realism requires tedious labor Reduces time for creativity 3
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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”
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Sound Propagation (Acoustics) Sound waves propagate from source, complex interactions with boundary Diffraction, high-order reflection, scattering Listener Source
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Sound Propagation Essential for immersion in acoustic spaces Physically complex, perceivable effects Positive pressure Negative pressure
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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
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Scattering Light Sound Geometric details cause scattering: A furnished room sounds very different from an empty one
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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
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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
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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
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Comparison with Half Life 2 TM “Train Station” scene Our engine vs. game’s default sound engine
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Pre-compute & Render Impulse Response Time Pressure Precompute direct reflected Render ? + = Pressure Time * Convolution
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Moving Source & Listener Time Pressure
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Moving Source & Listener Time Pressure
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Moving Source & Listener Time Pressure
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Moving Source & Listener Time Pressure
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Moving Source & Listener Time Pressure
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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
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Brute-force sampling Scene: Half-Life 2’s Citadel (28m x 60m x 32m) Simulation grid (12 cm) Direct storage: 200,000 GB
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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
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Our approach: Overview Source locations Listener locations ~ 1-2 meters
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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
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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
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Demo Perceptual effect Only Direct sound Direct + Early Reflections Direct + Early Reflections + Late Reverberation
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Time Pressure Record response Probe Source Listener Technique: Wave Simulation
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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
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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 ]
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Runtime: Spatial Interpolation Time Pressure P1 P2 Time Pressure P1 Ours Time Pressure Linear Time Pressure peak aliasing no aliasing ?P1P2
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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
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Results: Citadel Walkthrough Game environment from Half Life 2 TM Size: 60m x 28m x 22m
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Results: Walkway Size: 19m x 19m x 8m Realistic attenuation behind walls
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Results: Walkway Sound focusing Loudness increases beneath concave reflector
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Results: Living Room Empty vs. furnished living room Scattering off furnishings changes acoustics
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Integration with Half Life 2 TM Train Station scene: 36m x 83m x 32m
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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
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Summary First real-time wave-based sound propagation engine Automatic diffraction, occlusion/obstruction, late reverberation, focusing, in complex 3D scenes Moving sources and listener
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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
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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
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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
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Thank you!! Questions? http://research.microsoft.com/people/nikunjr/ Papers, demos etc. nikunjr@microsoft.com
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State-of-the-art: Games Image © Dmitry Gait 2003 Occlusion Obstruction Exclusion Hand-tuned filters: tedious Simulated propagation → automatic, detailed scene-dependent acoustics
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Technique: Peak Detection search for local extrema extract peak delays and amplitudes wide-band information
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Early Reflections (ER) Late Reverberation (LR) Time Frequency Technique: Frequency Trend Extraction Band-limited FFT
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Technique: Frequency Trend Extraction peak data does not capture downward trend (diffraction) Early Reflections (ER) Late Reverberation (LR) Time Frequency FFT
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Divide Frequency trend Extrapolated Technique: Frequency Trend Extraction Early Reflections (ER) Late Reverberation (LR) Time Frequency FFT
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Divide Store, [ ] Peak times and amplitudes Frequency trend Extrapolated Technique: ER Representation Early Reflections (ER) Late Reverberation (LR) Time Frequency FFT
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Peak Detection search for local extrema extract peak delays and amplitudes – captures reflection/diffraction strength and delay
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impulse response interpolation Runtime: Spatial Interpolation listener source
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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
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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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