Interactive sound propagation for dynamic scenes using 2D wave simulation
We present a technique to model wave‐based sound propagation to complement visual animation in fully dynamic scenes. We employ 2D wave simulation that captures geometry‐based diffraction effects such as obstruction, reverberation, and directivity of perceptually‐salient initial sound at the source a...
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| Veröffentlicht in: | Computer graphics forum Jg. 39; H. 8; S. 39 - 46 |
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| Format: | Journal Article |
| Sprache: | Englisch |
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Oxford
Blackwell Publishing Ltd
01.12.2020
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| ISSN: | 0167-7055, 1467-8659 |
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| Abstract | We present a technique to model wave‐based sound propagation to complement visual animation in fully dynamic scenes. We employ 2D wave simulation that captures geometry‐based diffraction effects such as obstruction, reverberation, and directivity of perceptually‐salient initial sound at the source and listener. We show real‐time performance on a single CPU core on modestly‐sized scenes that are nevertheless topologically complex. Our key ideas are to exploit reciprocity and use a perceptual encoding and rendering framework. These allow the use of low‐frequency finite‐difference simulations on static scene snapshots. Our results show plausible audio variation that remains robust to motion and geometry changes. We suggest that wave solvers can be a practical approach to real‐time dynamic acoustics. We share the complete C++ code of our “Planeverb” system. |
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| AbstractList | We present a technique to model wave‐based sound propagation to complement visual animation in fully dynamic scenes. We employ 2D wave simulation that captures geometry‐based diffraction effects such as obstruction, reverberation, and directivity of perceptually‐salient initial sound at the source and listener. We show real‐time performance on a single CPU core on modestly‐sized scenes that are nevertheless topologically complex. Our key ideas are to exploit reciprocity and use a perceptual encoding and rendering framework. These allow the use of low‐frequency finite‐difference simulations on static scene snapshots. Our results show plausible audio variation that remains robust to motion and geometry changes. We suggest that wave solvers can be a practical approach to real‐time dynamic acoustics. We share the complete C++ code of our “Planeverb” system. |
| Author | Godin, Keith W. Rosen, Matthew Raghuvanshi, Nikunj |
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| Cites_doi | 10.1109/TVCG.2009.28 10.1145/3197517.3201339 10.1121/1.4987164 10.1121/2.0000395 10.1109/TVCG.2018.2794098 10.1145/2601097.2601216 10.1007/978-0-387-30425-0_9 10.1121/1.5096178 10.1260/1351-010X.21.1.65 10.1145/3197517.3201318 10.1121/1.427914 10.1145/2601097.2601184 10.1145/2767001 10.1145/3386569.3392459 10.1121/1.4926438 10.1145/280814.280818 |
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| Copyright | 2020 The Author(s) Computer Graphics Forum © 2020 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd. 2020 The Eurographics Association and John Wiley & Sons Ltd. |
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| SubjectTerms | Acoustics Animation Applied computing → Sound and music computing CCS Concepts Computing methodologies → Physical simulation Directivity Propagation Reciprocity Simulation Solvers Sound propagation Two dimensional models Virtual reality Wave diffraction Wave propagation |
| Title | Interactive sound propagation for dynamic scenes using 2D wave simulation |
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