A beam tracing approach to acoustic modeling for interactive virtual environments
Proceedings of the 25th 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
Virtual reality system with integrated sound field simulation and reproduction
EURASIP Journal on Applied Signal Processing
A precomputed polynomial representation for interactive BRDF editing with global illumination
ACM Transactions on Graphics (TOG)
Efficient and Accurate Sound Propagation Using Adaptive Rectangular Decomposition
IEEE Transactions on Visualization and Computer Graphics
Precomputed wave simulation for real-time sound propagation of dynamic sources in complex scenes
ACM SIGGRAPH 2010 papers
Interactive sound propagation using compact acoustic transfer operators
ACM Transactions on Graphics (TOG)
Guided Multiview Ray Tracing for Fast Auralization
IEEE Transactions on Visualization and Computer Graphics
Wave-based sound propagation in large open scenes using an equivalent source formulation
ACM Transactions on Graphics (TOG)
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We present a novel hybrid approach that couples geometric and numerical acoustic techniques for interactive sound propagation in complex environments. Our formulation is based on a combination of spatial and frequency decomposition of the sound field. We use numerical wave-based techniques to precompute the pressure field in the near-object regions and geometric propagation techniques in the far-field regions to model sound propagation. We present a novel two-way pressure coupling technique at the interface of near-object and far-field regions. At runtime, the impulse response at the listener position is computed at interactive rates based on the stored pressure field and interpolation techniques. Our system is able to simulate high-fidelity acoustic effects such as diffraction, scattering, low-pass filtering behind obstruction, reverberation, and high-order reflections in large, complex indoor and outdoor environments and Half-Life 2 game engine. The pressure computation requires orders of magnitude lower memory than standard wave-based numerical techniques.