Computational geometry: an introduction
Computational geometry: an introduction
I-COLLIDE: an interactive and exact collision detection system for large-scale environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
A general model for the simulation of room acoustics based on hierachical radiosity
ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97
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
Efficiently approximating the minimum-volume bounding box of a point set in three dimensions
Proceedings of the tenth annual ACM-SIAM symposium on Discrete algorithms
SCG '85 Proceedings of the first annual symposium on Computational geometry
An improved illumination model for shaded display
Communications of the ACM
Modeling acoustics in virtual environments using the uniform theory of diffraction
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs
IEEE Transactions on Visualization and Computer Graphics
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Beam tracing polygonal objects
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Interactive sound rendering in complex and dynamic scenes using frustum tracing
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2009 Courses
The realtime method based on audio scenegraph for 3d sound rendering
PCM'05 Proceedings of the 6th Pacific-Rim conference on Advances in Multimedia Information Processing - Volume Part I
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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Sound rendering requires that many different aspects are considered simultaneously, especially when rendering a real-time virtual environment. In 3D sound rendering, much the same as for graphics, one of the major influencing factors is the number of reflective polygons in a scene and due to the increase in the ability of most common graphics cards this number can now be very high, especially when scene designers produce an optimum scene using other optimizing tools such as Polygon Cruncher or Rational Reducer. In addition, the use of programs such as Lightscape™ [20], which is used to produce realistic lighting, by using per vertex shading, increases the number of polygons in a scene by several factors. Therefore a strong, pre-processing method is proposed that dramatically reduces the number of polygons in the scene to a suitable level for real-time sound rendering. The method can also be combined with other methods (e.g. scene partitioning) for even lower CPU usage.