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| http://www.oocities.org/SiliconValley/Port/9258/CompGraphics.html |
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RESEARCH PAPER |
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ACM SIGGRAPH PROCEEDINGS |
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| Title: Interactive Acoustic Modeling of Complex Environments |
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| Authors: Thomas A. Funkhouser, Ingrid Carlborn, Gary Elko, Gopal Pringali, Mohan Sondhi, Jim West |
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| Presented by: Ng Kae Mun, Bernard |
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| Purpose of Paper: To develop data structures and algorithms to enable interactive simulation of acoustic effects in large 3D environment. |
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| Major Contribution: "Beam tree" – maps the convex pyramidal beam-shaped paths of significant transmission and specular reflection from a point source through 3D space. |
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| Method used: pre-compile and store a spatial data structure that can be used during an interactive session for evaluation of reverberation paths. |
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| Results and Discussion: |
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| 1) Beam tree is generated by: |
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| a) Partitioning 3D space into convex polyhedral regions |
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| b) Computing the convex polygonal boundaries between regions |
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| c) Recursively splitting and tracing convex polyhedral beams from a source point through region boundaries (eg. Reflecting beams at opaque boundaries) |
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| 2) The pre-computed beam tree data structure can be used to compute specular reflection and transmission paths from a source position to any point in space at interactive rates. |
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| 3) The lengths and directions of computed reveration paths may be used to spatialize audio source signals to a receiver moving under interaction control by a user. |
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| 4) These data structures and algorithms have been integrated into a system for interactive acoustic modeling. The system takes as input: |
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| a) a set of polygins describing the geometry and acoustic surface properties of the environment, and |
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| b) a set of anchoic audio source signals at fixed locations. |
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| 5) It outputs an audio signal auralised according to computed delays, directions and attenuations of the specular reverberation paths from each source to receiver point. |
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| 6) The receiver point can be moved interactively by the user allowing real-time exploration of acoustic environments. |
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| SUMMARY: |
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| 1) Computer-aided acoustic modeling tools are important for design and simulation of 3D environments. |
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| 2) It is also used to provide sound cues to aid understanding, navigation and communication in interactive virtual environment applications, especially updating acoustical simulations at interactive rates. |
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| 3) Its primary challenge is computation of reverbation paths from a sound’s source position to a listener’s receiving position. |
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| 4) As sound may travel from source to receiver via a multitude of reflection, transmission, and diffraction paths, accurate simulation is extremely compute-intensive. |
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| 5) Its current approaches include: |
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| a) Image source methods – |
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| Complexity grows with O(n^r) whereby n = surfaces and r = reflections. |
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| b) Ray-tracing methods – |
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| Prone to sampling error and lots of computation to trace many rays. |
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| 6) The solution is using a "beam tree" data structure which is later used during an interactive session for reverberation paths like specular reflection and transmission paths that are used to spatialize audio source signals to a receiver. |
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| 7) Together with algorithms, a system for interactive acoustic modeling is created! |
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| Webpage: http://www.cs.princeton.edu/~funk/rsas.html |
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