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RealTime Auralization of Sound in Virtual 3D Environments

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Develop an adaptive virtual environment that simulates real-time generation of 3D sound. ... Quadraphonic. 3D Sound Approximations: Head Related Transfer Functions ... – PowerPoint PPT presentation

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Title: RealTime Auralization of Sound in Virtual 3D Environments


1
Real-Time Auralization of Sound in Virtual 3D
Environments
  • by Scott McDermott
  • sdm1718_at_louisiana.edu

2
Overview Objective
  • Develop an adaptive virtual environment that
    simulates real-time generation of 3D sound.
  • Design algorithms to efficiently and effectively
    compute realistic 3D sounds in this environment.
  • Apply these techniques to various applications,
    including simulations, virtual reality, gaming,
    and modeling.

3
Outline
  • Sound Perception
  • Digital Sound and Computers
  • 3D Sound Approximations
  • True 3D Sound
  • Surround Sounds (Stereo Expansion) Approach
  • Head Response Transfer Function (HRTF) Approach
  • Beam Tracing Approach
  • The Graphics Analogy

4
Sound Perception
  • When we hear a sound, we automatically obtain
    certain information about the source
  • Direction
  • Distance
  • Elevation
  • Environmental conditions
  • Status of source

5
Sound Perception
  • 8 types of cues for sound spatialization 1
  • Interaural Delay Time (direction)
  • delay between time arrives at each ear (0 to 0.63
    ms)
  • Head Shadow (direction and distance)
  • difference in volume from one ear to the other
    (up to 9 dB)
  • Pinna Response (direction and elevation)
  • outer ear filters sound, compare between two ears
  • Shoulder Response (elevation and direction)
  • reflections off upper body (1-3 kHz)
  • Head Motion
  • move head to re-evaluate these filters
  • Vision
  • ignore audio cues if different from visual
  • Early Echo Response (distance and direction)
  • echos from environment (50 to 100 ms)
  • Reverberation (distance and direction)
  • late dense echos from environment (gt 100 ms)

6
Sound Perception
  • An environment with true 3D sound will need to
    take all of these into account.
  • It must also be able to perform calculations and
    apply filters in real-time.
  • The result must be convincing to the listener and
    enhance the virtual experience.

7
Sound in the Digital World
  • Sound in the physical world exists as waves of
    pressure changes.
  • A microphone converts pressure changes to changes
    in voltage.
  • An analog to digital convert changes these
    voltage signals to discrete digital signals.
  • A computer stores, manipulates, and retransmits
    these abstractions of sound.
  • The sounds can be stored in various formats and
    qualities (such as mono or stereo, 8 or 16 bit,
    11 or 44 kHz).
  • The reverse of this process allows the computer
    to re-generate the sound.

Blah blah blah
8
3D Sound, The Basics
  • In a virtual 3D environment, sound can originate
    from an infinite number of locations relative to
    the observer.
  • Ideally, when the observer hears the sound it
    should take into account the environment.
  • Specifically

9
  • DistanceCauses sound to arrive at different
    times.

10
  • Reflection ReverberationCauses copies of
    the sound to arrive at different times.

11
  • Diffraction RefractionCauses sound to bend
    around objects or arrive at different times.

12
  • Absorption AttenuationCauses the sound to be
    weaker when it arrives.

13
3D Sound Approximations Surround Sound
  • Surround sound uses various filters to simulate
    the effects of sound spatialization.
  • These filters create effects such as
    reverberation, localization, and attenuation.
  • Sound paths are not calculated.
  • Used in most theaters and home entertainment
    units.

14
Surround Sound
  • The user is situated with a set of speakers
    around him.
  • To simulate 3D localization, sound is played
    louder, out of phase, and/or at slightly
    different times from each speaker.
  • Comes in a variety speaker placement setups 8

Dolby 5.1
Two Speaker Stereo
Headphones
Quadraphonic
15
3D Sound ApproximationsHead Related Transfer
Functions
  • Used in conjunction with surround sound to create
    better 3D approximations.
  • Microphones record sound from within the ear of a
    person or a model.
  • Differences between original sound and recordings
    are used to create filters.
  • These filters are applied to generated sounds to
    create the illusion of dimensionality.

16
Surround Sound Head Related Transfer Functions
  • Pros
  • Cons
  • Relatively cheap.
  • Effective.
  • Makes sense.
  • Many different approaches (non-standard).
  • Works only with limited speaker positions.
  • Not entirely generic.
  • Still not pure 3D sound.

17
True 3D Sound
  • 3D graphical environments already exist.
  • Light paths traverse the scene and surface
    intensities are calculated.
  • Currently, sound paths are at most superficially
    computed.
  • Yet, programmers already have a wealth of
    environmental data.
  • Various possible approaches

18
True 3D Sound Beam Tracing
  • Approach
  • Divide the environment into cells or regions.
  • Precompute and store beam paths from various
    source locations.
  • Lookup, in real-time, reverberation paths from
    the avatar to the source.
  • Use these paths to calculate delay and
    attenuation from the original, anechoic, audio
    signal for each of the echoes.

19
Beam Tracing
  • Quick and effective (with a good data structure).
  • Intuitive.
  • Scalable for large environments.
  • Needs offline computations.
  • Assumes sources are stationary.
  • Assumes source locations are finite.
  • Pros
  • Cons

20
True 3D Sound
  • On a basic level, we can determine sound
    propagation similar to how light travels through
    a 3D environment.
  • One simple, but computationally intensive method
    would be similar to ray tracing.
  • Ray tracing algorithms are generally very
    effective but also extremely slow and prone to
    sampling errors.
  • Most real-time algorithms for graphical computers
    make various assumptions

21
True 3D SoundThe Graphics Analogy
  • The 3D Graphics Pipeline
  • Objects are made from geometric primitives
    composed of points.
  • These vertices are transformed to be relative to
    the camera.
  • Objects outside of the viewing field are clipped.
  • Rays are sent from the camera, through each point
    on the projection plane, and into the scene.
  • Corresponding pixel values in the viewport are
    calculated from these rays.

22
True 3D SoundThe Graphics Analogy
  • Objects are made from geometric primitives
    (triangles, rectangles) composed of points.
  • Light intensities are calculated based on surface
    normals of these points.
  • These intensities are fed into the graphics
    pipeline.

23
True 3D Sound The Graphics Analogy
  • Many of these computations are forwarded to
    optimized 3D graphics cards.
  • Many of these same techniques could be employed
    for generating realistic 3D sounds.
  • We would need to develop and design 3D sound
    cards and appropriate algorithms.

24
Conclusion
  • 3D graphics and many other components of todays
    computer systems have been almost thoroughly
    developed.
  • 3D sound is still in the infancy stage.
  • This field has a great deal of research
    potential.

25
References
  • 1 Burgress, David, A. Techniques for Low Cost
    Spatial Audio. ACM UIST, pages 53-59, 1992.
  • 2 Ellis, Sean. Towards More Realistic Sound in
    VRML. ACM Virtual Reality and Modeling, pages
    95-100, 1998.
  • 3 Flaherty, Nick. 3D audio new directions in
    rendering realistic sound. Electronic
    Engineering, pages 49, 52, 55, 56, 1998.
  • 4 Funkhouser, Thomas, A. , Patrick Min, and
    Ingrid Carlbom. Real-time Acoustic Modeling for
    Distributed Virtual Environments. SIGGRAPH,
    pages 365-374, 1999.
  • 5 Funkhouser, Thomas, A. , Ingrid Carlbom, Gary
    Elko, Gopal Pingali, and Mohan Sondhi. A Beam
    Tracing Approach to Acoustic Modeling for
    Interactive Virtual Environments.
  • 6 Funkhouser, Thomas, A. , Ingrid Carlbom, Gary
    Elko, Gopal Pingali, and Mohan Sondhi.
    Interactive Acoustic Modeling of Complex
    Environments. Acoustical Society of America,
    1999.
  • 7 Min, Patrick, and Thomas A. Funkhouser.
    Priority-Driven Acoustic Modeling for Virtual
    Environments. EUROGRAPHICS, 2000.
  • 8 Tsingos, Nicolas, Thomas A. Funkhouser, Addy
    Ngan, and Ingrid Carlbom. Modeling Acoustics in
    Virtual Environments Using the Uniform Theory of
    Diffraction.
  • 9 Hull, Joseph. Surround Sound Past, Present,
    and Future. Dolby Laboratories Inc.
    http//www.dolby.com/tech/.
  • 10 Suen, An-Nan, Jhing-Fa Wang, and Jia-Ching
    Wang. VLSI Implementation of 3-D Sound
    Generator. IEEE Transactions on Consumer
    Electronics, pages 679-688, 1997.

26
Real-Time Auralization of Sound in Virtual 3D
Environments
  • by Scott McDermott
  • sdm1718_at_louisiana.edu
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