• 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