3-D sound for virtual reality and multimedia
3-D sound for virtual reality and multimedia
The design of multidimensional sound interfaces
Virtual environments and advanced interface design
Soundtracks for computer animation: sound rendering in dynamic environments with occlusions
Proceedings of the conference on Graphics interface '97
Virtual Auditory Space: Generation and Applications
Virtual Auditory Space: Generation and Applications
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Mediated Reality Using Computer Graphics Hardware for Computer Vision
ISWC '02 Proceedings of the 6th IEEE International Symposium on Wearable Computers
Cg: a system for programming graphics hardware in a C-like language
ACM SIGGRAPH 2003 Papers
Fast image segmentation and smoothing using commodity graphics hardware
Journal of Graphics Tools - Special on hardware-accelerated rendering techniques
Brook for GPUs: stream computing on graphics hardware
ACM SIGGRAPH 2004 Papers
An in-depth look at computer performance growth
ACM SIGARCH Computer Architecture News - Special issue: Workshop on architectural support for security and anti-virus (WASSA)
OpenGL(R) Shading Language (2nd Edition)
OpenGL(R) Shading Language (2nd Edition)
FFT and Convolution Performance in Image Filtering on GPU
IV '06 Proceedings of the conference on Information Visualization
Computer
Application of dimensionality reduction techniques to HRTFS for interactive virtual environments
Proceedings of the international conference on Advances in computer entertainment technology
Presence: Teleoperators and Virtual Environments
Dimensionality reduced HRTFs: a comparative study
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
IEEE Spectrum
Real-time GPU-based convolution: a follow-up
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
ACM SIGGRAPH 2009 Courses
Binaural spatialization for 3D immersive audio communication in a virtual world
Proceedings of the 8th Audio Mostly Conference
Integrated Computer-Aided Engineering
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The generation of spatial audio is computationally very demanding and therefore, accurate spatial audio is typically overlooked in games and virtual environments applications thus leading to a decrease in both performance and the user's sense of presence or immersion. Driven by the gaming industry and the great emphasis placed on the visual sense, consumer computer graphics hardware (and the graphics processing unit in particular), has greatly advanced in recent years, even outperforming the computational capacity of CPUs. This has allowed for real-time, interactive realistic graphics-based applications on typical consumer-level PCs. Despite the many similarities between the fields of spatial audio and computer graphics, computer graphics and image synthesis in particular, has advanced far beyond spatial audio given the emphasis placed on the generation of believable visual cues over other perceptual cues including auditory. Given the widespread use and availability of computer graphics hardware as well as the similarities that exist between the fields of spatial audio and image synthesis, this work investigates the application of graphics processing units for the computationally efficient generation of spatial audio for dynamic and interactive games and virtual environments. Here we present a real-time GPU-based convolution method and illustrate its superior efficiency to conventional, software-based, time-domain convolution.