Interactive sound propagation and rendering for large multi-source scenes

Carl Schissler, Dinesh Manocha
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引用次数: 11

Abstract

We present an approach to generate plausible acoustic effects at interactive rates in large dynamic environments containing many sound sources. Our formulation combines listener-based backward ray tracing with sound source clustering and hybrid audio rendering to handle complex scenes. We present a new algorithm for dynamic late reverberation that performs high-order ray tracing from the listener against spherical sound sources. We achieve sublinear scaling with the number of sources by clustering distant sound sources and taking relative visibility into account. We also describe a hybrid convolution-based audio rendering technique that can process hundreds of thousands of sound paths at interactive rates. We demonstrate the performance on many indoor and outdoor scenes with up to 200 sound sources. In practice, our algorithm can compute more than 50 reflection orders at interactive rates on a multicore PC, and we observe a 5x speedup over prior geometric sound propagation algorithms.
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交互式声音传播和渲染大型多源场景
我们提出了一种在包含许多声源的大型动态环境中以交互速率产生合理的声学效果的方法。我们的配方结合了基于听众的向后光线追踪与声源聚类和混合音频渲染来处理复杂的场景。我们提出了一种动态晚混响的新算法,该算法对球形声源执行高阶射线跟踪。我们通过聚类远距离声源并考虑相对可见性来实现声源数量的亚线性缩放。我们还描述了一种基于混合卷积的音频渲染技术,该技术可以以交互速率处理数十万个声音路径。我们用多达200个声源在许多室内和室外场景中演示了性能。实际上,我们的算法可以在多核PC上以交互速率计算超过50个反射顺序,并且我们观察到比先前的几何声音传播算法加快了5倍。
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