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Interactive sound propagation for dynamic scenes using 2D wave simulation
Computer Graphics Forum ( IF 2.5 ) Pub Date : 2020-11-24 , DOI: 10.1111/cgf.14099
Matthew Rosen 1 , Keith W. Godin 2 , Nikunj Raghuvanshi 3
Affiliation  

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.

中文翻译:

使用 2D 波模拟的动态场景的交互式声音传播

我们提出了一种对基于波的声音传播进行建模的技术,以补充全动态场景中的视觉动画。我们采用 2D 波模拟来捕捉基于几何的衍射效应,例如声源和听者的感知显着初始声音的障碍、混响和方向性。我们在中等大小但拓扑复杂的场景中展示了单个 CPU 内核的实时性能。我们的主要思想是利用互惠并使用感知编码和渲染框架。这些允许在静态场景快照上使用低频有限差分模拟。我们的结果显示合理的音频变化对运动和几何变化保持稳健。我们建议波浪求解器可以成为实时动态声学的实用方法。
更新日期:2020-11-24
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