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Interactive acoustic modeling of virtual environments

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Interactive acoustic modeling. of virtual environments ... Huygens-Fresnel theory. Fresnel ellipsoids. Geometrical theory of diffraction. Possible approaches ... – PowerPoint PPT presentation

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Title: Interactive acoustic modeling of virtual environments


1
Interactive acoustic modeling of virtual
environments
  • Nicolas Tsingos
  • REVES-INRIA

2
Acoustics in virtual environments
  • Goal realistic sound in virtual environments

Avery Fisher Hall
Id Software
Evans Sutherland
Driving simulator
Concert hall design
Video game
3
Geometrical acoustics
  • Represent sound waves as ray paths

ray paths
4
Problem modeling diffraction
  • Current geometric methods ignore diffraction

Newtons Principia (1686)
5
Problem modeling diffraction
  • Ignoring diffraction causes discontinuities

6
A problem sound diffraction
  • Ignoring diffraction causes discontinuities

7
Outline
  • Possible approaches
  • Beam tracing algorithm
  • Experimental results
  • Conclusion

8
Possible approaches
  • Wave formulation
  • Huygens-Fresnel theory
  • Fresnel ellipsoids
  • Geometrical theory of diffraction

9
Possible approaches
  • Wave formulation
  • Huygens-Fresnel theory
  • Fresnel ellipsoids
  • Geometrical theory of diffraction

Equal angles
listener
source
10
Geometrical Theory of Diffraction
  • 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

11
Problem to solve
  • Efficient enumeration and construction of
    diffracted and reflected paths in polygonal
    environments

12
Outline
  • Motivation for diffraction
  • Possible approaches
  • Beam tracing algorithm
  • Experimental results
  • Conclusion

13
Example beam tracing
14
Example beam tracing
15
Example beam tracing
16
Example beam tracing
17
Example beam tracing
18
Example beam tracing
19
Example beam tracing
20
Example beam tracing
21
Example beam tracing
22
Example beam tracing
23
Example beam tracing
24
Example beam tracing
25
Example beam tracing
26
Example beam tracing
27
Outline
  • Motivation for diffraction
  • Possible approaches
  • Beam tracing algorithm
  • Experimental results
  • Conclusion

28
Experimental results
  • Evaluate sound field continuity in a complex
    environment

1800 polygons
29
Experimental results
Power (dB)
100
50
Position along path
30
Reflection only
Power (dB)
100
50
Position along path
  • Discontinuities

31
Diffraction only
Power (dB)
100
50
Position along path
  • Continuous but low power

32
Reflection and diffraction
Power (dB)
100
50
Position along path
  • Continuous reverberant sound

33
Applications
  • Telepresence
  • Video games
  • Audio-visual production
  • Acoustic simulation of listening spaces

34
Video
  • Performance
  • Paths updated 20 times per second (R10k, 195
    MHz)

35
Conclusion
  • A beam tracing algorithm
  • Efficient calculation of sound reflection
    anddiffraction
  • Scales well to large architectural environments
  • Fast enough to support real-time audio rendering

36
Conclusion
  • Diffraction
  • is an important acoustical effect
  • smoothes discontinuities
  • should be included in geometry-based acoustic
    simulation

37
Future work
  • Signal processing
  • DSP hardware and software APIs
  • Validation
  • Measurements
  • Psychoacoustics
  • Listening tests

38
Future work
  • Signal processing
  • DSP hardware and software APIs
  • Validation
  • Measurements
  • Psychoacoustics
  • Listening tests

source
wall panel
39
Validation in the Bell Labs Box
40
Want to know more ?
  • http//www-sop.inria.fr/reves
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