DocumentCode :
1756525
Title :
Aural Proxies and Directionally-Varying Reverberation for Interactive Sound Propagation in Virtual Environments
Author :
Antani, Lakulish ; Manocha, Dinesh
Author_Institution :
Univ. of North Carolina at Chapel Hill, Chapel Hill, NC, USA
Volume :
19
Issue :
4
fYear :
2013
fDate :
41365
Firstpage :
567
Lastpage :
575
Abstract :
We present an efficient algorithm to compute spatially-varying, direction-dependent artificial reverberation and reflection filters in large dynamic scenes for interactive sound propagation in virtual environments and video games. Our approach performs Monte Carlo integration of local visibility and depth functions to compute directionally-varying reverberation effects. The algorithm also uses a dynamically-generated rectangular aural proxy to efficiently model 2-4 orders of early reflections. These two techniques are combined to generate reflection and reverberation filters which vary with the direction of incidence at the listener. This combination leads to better sound source localization and immersion. The overall algorithm is efficient, easy to implement, and can handle moving sound sources, listeners, and dynamic scenes, with minimal storage overhead. We have integrated our approach with the audio rendering pipeline in Valve´s Source game engine, and use it to generate realistic directional sound propagation effects in indoor and outdoor scenes in real-time. We demonstrate, through quantitative comparisons as well as evaluations, that our approach leads to enhanced, immersive multi-modal interaction.
Keywords :
Monte Carlo methods; acoustic wave propagation; audio signal processing; computer games; filtering theory; rendering (computer graphics); reverberation; virtual reality; Monte Carlo integration; Valves Source game engine; audio rendering pipeline; depth function; direction-dependent artificial reverberation; directional sound propagation effect; directionally-varying reverberation effect; dynamically-generated rectangular aural proxy; interactive sound propagation; listener incidence direction; reflection filter; reverberation filter; sound source immersion; sound source localization; video games; virtual environment; visibility function; Absorption; Computational modeling; Face; Games; Geometry; Mathematical model; Reverberation; Sound propagation; directionally-varying reverberation; local approximate models.; real-time; Acoustic Stimulation; Algorithms; Auditory Perception; Computer Graphics; Humans; Imaging, Three-Dimensional; Sound Spectrography; User-Computer Interface;
fLanguage :
English
Journal_Title :
Visualization and Computer Graphics, IEEE Transactions on
Publisher :
ieee
ISSN :
1077-2626
Type :
jour
DOI :
10.1109/TVCG.2013.27
Filename :
6479183
Link To Document :
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