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Precomputed Wave Simulation for Real-Time Sound Propagation of Dynamic Sources in Complex Scenes Nikunj Raghuvanshi †‡, John Snyder †, Ravish Mehra ‡, Ming C. Lin ‡, and Naga K. Govindaraju † † Microsoft Research ‡ University of North Carolina at Chapel Hill
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Sound Propagation Essential for immersion Physically complex, perceivable effects Positive pressure Negative pressure
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State-of-the-art: Games 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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Previous Work Beam-tracing [Funkhouser et. al. 2004] Frustum-tracing [Chandak et. al., 2008] Image-source method [Tsingos, 2009] Geometric methods: diffraction/scattering, high-order reflections challenging
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Our Approach Wave simulation –diffraction: attenuation behind obstructions, low-pass filtering –scattering from complex surfaces –dense reverberation Precompute & render –similar to [James et al. 06] –but propagation, not radiation
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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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Precompute & 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 Impulse 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: “Citadel” (28m x 60m x 32m) Simulation grid (12 cm) –200,000 gigabytes Sub-sampled (~1m) –60 gigabytes –Interpolation non-trivial
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Main Contributions Compact representation for impulse responses –100x reduction in memory usage –works with (band-limited) wave simulations –plausible high-frequency extrapolation 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 Band-limited (~1kiloHertz) – time/memory constraints during precomputation Source (Gaussian 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; 50-100 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 (Gaussian) Listener Technique: Wave Simulation
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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) Technique: ER/LR Decomposition separation based on echo density (500 peaks/sec) single LR filter per room 10x reduction in memory & precomputation time ER varies spatially Store one per room
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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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impulse response interpolation Runtime: Spatial Interpolation listener source
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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: Render Fast frequency-domain convolutions –bottleneck: FFT –Performed using Intel MKL (single-threaded)
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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 Memory: few hundred MBs Precompute: few hours per scene Machine: 2.8GHz Quad-core Intel Xeon, 2.5GB RAM
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Conclusion First real-time wave-based propagation engine –diffraction, occlusion/obstruction, late reverberation, focusing, complex 3D scenes Moving sources and listener Compact IR encoding – 100x compression Fast, high-quality IR interpolation on coarse (~1m) grid
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Future Work Need further 10-100x reduction in memory –4x: 32-bit peak/frequency trend data → 8-bit on decibel scale –temporal IR compression: loudness, comb-filtering etc. –spatial compression + adaptive sampling Scalability: cells and portals for sound –efficient boundary integral for portal transfers Limited dynamic geometry –Precomputed frequency-dependent occlusion factors Runtime: Use GPU for convolution (FFT and IFFT)
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Thank you!! Go to: http://research.microsoft.com/ en-us/um/people/nikunjr/siggraph2010/FastWave.avi http://research.microsoft.com/ en-us/um/people/nikunjr/siggraph2010/FastWave.avi Hear the video over headphones
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Runtime Processing: Rendering 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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Overview State of the art Our approach Results Conclusion
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Overview State of the art Our approach Results Conclusion
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Overview State of the art Our approach Results Conclusion
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Overview State of the art Our approach Results Conclusion
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Overview State of the art Our approach Results Conclusion
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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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