GPU-based acoustical occlusion modeling for virtual environments and games

B. Cowan, B. Kapralos
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引用次数: 2

Abstract

Although the direct path between a sound source and a listener is often occluded, through the phenomenon of diffraction sound can still reach a listener by “bending” around an obstacle that lies directly in the line of straight propagation. However, modeling occlusion/diffraction effects is a difficult and computationally intensive task and thus generally ignored altogether in virtual environments and videogame applications. Our previous work saw the development of a graphics-based processing technique to approximate acoustical occlusion effects at interactive rates. Here, we build upon our previous method and present a method that better approximates real-world acoustical diffraction effects for dynamic and interactive, videogame and virtual environments.
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基于gpu的虚拟环境和游戏声遮挡建模
虽然声源和听者之间的直接路径经常被遮挡,但通过衍射现象,声音仍然可以通过绕过直接位于直线传播线上的障碍物而“弯曲”到达听者。然而,建模遮挡/衍射效果是一项困难且计算密集的任务,因此在虚拟环境和视频游戏应用中通常被忽略。我们之前的工作看到了一种基于图形的处理技术的发展,以交互速率近似声闭塞效果。在这里,我们建立在我们以前的方法,并提出了一种方法,更好地接近现实世界的动态和互动,视频游戏和虚拟环境的声衍射效应。
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