Procedurally-Generated Audio for Soft-Body Animations

Feng Su, C. Joslin
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引用次数: 3

Abstract

Procedurally-generated audio is an important method for the automatic synthesis of realistic sounds for computer animations and virtual environments. While synthesis techniques for rigid bodies have been well studied, few publications have tackled the challenges of synthesizing sounds for soft bodies. In this paper, we propose a data-driven synthesis approach to simultaneously generate audio based on certain given soft-body animations. Our method uses granular synthesis to extract a database of sound from real-world recordings and then retarget these grains of sounds based on the motion of any input animations. We demonstrate the effectiveness of this method on a variety of soft-body animations including a basketball bouncing, apple slicing, hand clapping and a jelly simulation.
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软体动画的程序生成音频
程序生成音频是为计算机动画和虚拟环境自动合成逼真声音的重要方法。虽然刚体的合成技术已经得到了很好的研究,但很少有出版物解决了软体合成声音的挑战。在本文中,我们提出了一种数据驱动的合成方法,可以根据给定的软体动画同时生成音频。我们的方法使用颗粒合成从真实世界的录音中提取声音数据库,然后根据任何输入动画的运动重新定位这些声音颗粒。我们在包括篮球弹跳、苹果切片、拍手和果冻模拟在内的各种软体动画中证明了这种方法的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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