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Published byBenjamin Wilkins Modified over 9 years ago
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Interactive acoustic modeling of virtual environments Nicolas Tsingos Nicolas TsingosREVES-INRIA
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Acoustics in virtual environments Goal: realistic sound in virtual environments Evans & Sutherland Avery Fisher Hall Id Software Driving simulator Concert hall design Video game
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Geometrical acoustics Represent sound waves as ray paths ray paths
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Problem: modeling diffraction Current geometric methods ignore diffraction Newton’s “Principia” (1686)
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Problem: modeling diffraction Ignoring diffraction causes discontinuities
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A problem: sound diffraction Ignoring diffraction causes discontinuities
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Outline Possible approaches Possible approaches Beam tracing algorithm Beam tracing algorithm Experimental results Conclusion
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Possible approaches Wave formulation Wave formulation Huygens-Fresnel theory Huygens-Fresnel theory Fresnel ellipsoids Fresnel ellipsoids Geometrical theory of diffraction Geometrical theory of diffraction
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Possible approaches Wave formulation Huygens-Fresnel theory Fresnel ellipsoids Geometrical theory of diffraction Geometrical theory of diffraction Equal angles source listener
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Geometrical Theory of Diffraction Each sequence of diffracting edges and reflecting surfaces is modeled by a single shortest path Each sequence of diffracting edges and reflecting surfaces is modeled by a single shortest path At each edge, the acoustic field is modulated by a diffraction coefficient At each edge, the acoustic field is modulated by a diffraction coefficient source listener
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Problem to solve Efficient enumeration and construction of diffracted and reflected paths in polygonal environments
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Outline Motivation for diffraction Possible approaches Beam tracing algorithm Beam tracing algorithm Experimental results Conclusion
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Example beam tracing
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Outline Motivation for diffraction Possible approaches Beam tracing algorithm Experimental results Experimental results Conclusion
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Experimental results Evaluate sound field continuity in a complex environment source listener ~1800 polygons
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Experimental results Position along path Power (dB) 100 50
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Reflection only Discontinuities Position along path Power (dB) 50 100
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Diffraction only Position along path Power (dB) 100 50 Continuous but low power
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Reflection and diffraction Continuous reverberant sound Position along path Power (dB) 100 50
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Applications Telepresence Telepresence Video games Video games Audio-visual production Audio-visual production Acoustic simulation of listening spaces Acoustic simulation of listening spaces
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Video Performance Paths updated 20 times per second (R10k, 195 MHz)
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Conclusion A beam tracing algorithm A beam tracing algorithm Efficient calculation of sound reflection and diffraction Scales well to large architectural environments Fast enough to support real-time audio rendering
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Conclusion Diffraction … is an important acoustical effect is an important acoustical effect smoothes discontinuities smoothes discontinuities should be included in geometry-based acoustic simulation should be included in geometry-based acoustic simulation
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Future work Signal processing Signal processing DSP hardware and software APIs Validation Validation Measurements Psychoacoustics Psychoacoustics Listening tests
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Future work Signal processing Signal processing DSP hardware and software APIs Validation Validation Measurements Psychoacoustics Psychoacoustics Listening tests source wall panel
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Validation in the “Bell Labs Box”
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Want to know more ? http://www-sop.inria.fr/reves
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