SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Soundtracks for computer animation: sound rendering in dynamic environments with occlusions
Proceedings of the conference on Graphics interface '97
Global illumination using photon maps
Proceedings of the eurographics workshop on Rendering techniques '96
A beam tracing approach to acoustic modeling for interactive virtual environments
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Real-time acoustic modeling for distributed virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Synthesizing sounds from physically based motion
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Modeling acoustics in virtual environments using the uniform theory of diffraction
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Principles of Digital Image Synthesis
Principles of Digital Image Synthesis
Synthesizing sounds from rigid-body simulations
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Radiosity and Global Illumination
Radiosity and Global Illumination
Spatialized audio rendering for immersive virtual environments
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Progressive perceptual audio rendering of complex scenes
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Interactive sound rendering in complex and dynamic scenes using frustum tracing
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2009 Courses
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Point-based multi-resolution representations have been used successfully for rendering highly complex three dimensional scenes in real-time. In this paper, we apply this paradigm to sound rendering: A hierarchy of stochastic sample sound sources is used to approximate complex sound environments (containing a large number of sound sources, such as a football stadium), allowing for interactive real-time walkthroughs. Additionally, the proposed technique can be used for observer-dependent auralizations of simple approximations of global sound propagation. Typical applications of the technique are in virtual reality and computer games, especially to complement established output-sensitive algorithms for rendering visual content.