{"title":"2D虚拟环境和游戏的交互速率声遮挡/衍射建模","authors":"B. Cowan, B. Kapralos","doi":"10.1109/IISA.2015.7388078","DOIUrl":null,"url":null,"abstract":"Despite the importance of acoustical diffraction (the \"bending\" of sound around an obstacle) in the real-world, diffraction in virtual environments and game worlds is often overlooked. Part of this stems from the fact that modeling occlusion/diffraction effects is a difficult and computationally intensive task. Inspired by our previous work that saw the development of a three-dimensional acoustical occlusion method, here we present a method that approximates acoustical occlusion/diffraction effects for dynamic and interactive two-dimensional virtual environments and games (or three-dimensional environments that can be approximated by a two-dimensional mapping). We also discuss an innovative use for the method allowing it to be incorporated into the artificial intelligence of non-player characters (e.g., enemies), allowing them to \"perceive\" sounds and therefore behave in a more natural, and realistic manner. Preliminary experimental results demonstrate that the method is capable of operating at interactive rates.","PeriodicalId":433872,"journal":{"name":"2015 6th International Conference on Information, Intelligence, Systems and Applications (IISA)","volume":"94 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-07-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"Interactive rate acoustical occlusion/diffraction modeling for 2D virtual environments & games\",\"authors\":\"B. Cowan, B. Kapralos\",\"doi\":\"10.1109/IISA.2015.7388078\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Despite the importance of acoustical diffraction (the \\\"bending\\\" of sound around an obstacle) in the real-world, diffraction in virtual environments and game worlds is often overlooked. Part of this stems from the fact that modeling occlusion/diffraction effects is a difficult and computationally intensive task. Inspired by our previous work that saw the development of a three-dimensional acoustical occlusion method, here we present a method that approximates acoustical occlusion/diffraction effects for dynamic and interactive two-dimensional virtual environments and games (or three-dimensional environments that can be approximated by a two-dimensional mapping). We also discuss an innovative use for the method allowing it to be incorporated into the artificial intelligence of non-player characters (e.g., enemies), allowing them to \\\"perceive\\\" sounds and therefore behave in a more natural, and realistic manner. Preliminary experimental results demonstrate that the method is capable of operating at interactive rates.\",\"PeriodicalId\":433872,\"journal\":{\"name\":\"2015 6th International Conference on Information, Intelligence, Systems and Applications (IISA)\",\"volume\":\"94 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-07-06\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2015 6th International Conference on Information, Intelligence, Systems and Applications (IISA)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/IISA.2015.7388078\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 6th International Conference on Information, Intelligence, Systems and Applications (IISA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IISA.2015.7388078","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Interactive rate acoustical occlusion/diffraction modeling for 2D virtual environments & games
Despite the importance of acoustical diffraction (the "bending" of sound around an obstacle) in the real-world, diffraction in virtual environments and game worlds is often overlooked. Part of this stems from the fact that modeling occlusion/diffraction effects is a difficult and computationally intensive task. Inspired by our previous work that saw the development of a three-dimensional acoustical occlusion method, here we present a method that approximates acoustical occlusion/diffraction effects for dynamic and interactive two-dimensional virtual environments and games (or three-dimensional environments that can be approximated by a two-dimensional mapping). We also discuss an innovative use for the method allowing it to be incorporated into the artificial intelligence of non-player characters (e.g., enemies), allowing them to "perceive" sounds and therefore behave in a more natural, and realistic manner. Preliminary experimental results demonstrate that the method is capable of operating at interactive rates.