The physical model: modeling and simulating the instrumental universe
Representations of musical signals
Impulse-based simulation of rigid bodies
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
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
Synthesizing sounds from rigid-body simulations
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Nonconvex rigid bodies with stacking
ACM SIGGRAPH 2003 Papers
Performance of Various Computers Using Standard Linear Equations Software
Performance of Various Computers Using Standard Linear Equations Software
Interactive simulation of complex audiovisual scenes
Presence: Teleoperators and Virtual Environments - Special section: Advances in interactive multimodal telepresent systems
Presence: Teleoperators and Virtual Environments
Physically Based Sound Synthesis for Large-Scale Virtual Environments
IEEE Computer Graphics and Applications
Real-time sound synthesis and propagation for games
Communications of the ACM - Creating a science of games
Fast modal sounds with scalable frequency-domain synthesis
ACM SIGGRAPH 2008 papers
Accelerated wave-based acoustics simulation
Proceedings of the 2008 ACM symposium on Solid and physical modeling
ACM SIGGRAPH 2008 posters
Efficient and practical audio-visual rendering for games using crossmodal perception
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Harmonic shells: a practical nonlinear sound model for near-rigid thin shells
ACM SIGGRAPH Asia 2009 papers
RESound: interactive sound rendering for dynamic virtual environments
MM '09 Proceedings of the 17th ACM international conference on Multimedia
ACM SIGGRAPH 2009 Courses
Rigid-body fracture sound with precomputed soundbanks
ACM SIGGRAPH 2010 papers
Sounding liquids: Automatic sound synthesis from fluid simulation
ACM Transactions on Graphics (TOG)
A 3-D immersive synthesizer for environmental sounds
IEEE Transactions on Audio, Speech, and Language Processing
Advances in modal analysis using a robust and multiscale method
EURASIP Journal on Advances in Signal Processing - Special issue on digital audio effects
Toward high-quality modal contact sound
ACM SIGGRAPH 2011 papers
Synthesizing physics-based vortex and collision sound in virtual reality
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part II
Interactive sound propagation using compact acoustic transfer operators
ACM Transactions on Graphics (TOG)
Tabletop Ensemble: touch-enabled virtual percussion instruments
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Spatialized synthesis of noisy environmental sounds
CMMR/ICAD'09 Proceedings of the 6th international conference on Auditory Display
Motion-driven concatenative synthesis of cloth sounds
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Acoustic Rendering and Auditory–Visual Cross-Modal Perception and Interaction
Computer Graphics Forum
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We present an interactive approach for generating realistic physically-based sounds from rigid-body dynamic simulations. We use spring-mass systems to model each object's local deformation and vibration, which we demonstrate to be an adequate approximation for capturing physical effects such as magnitude of impact forces, location of impact, and rolling sounds. No assumption is made about the mesh connectivity or topology. Surface meshes used for rigid-body dynamic simulation are utilized for sound simulation without any modifications. We use results in auditory perception and a novel priority-based quality scaling scheme to enable the system to meet variable, stringent time constraints in a real-time application, while ensuring minimal reduction in the perceived sound quality. With this approach, we have observed up to an order of magnitude speed-up compared to an implementation without the acceleration. As a result, we are able to simulate moderately complex simulations with upto hundreds of sounding objects at over 100 frames per second (FPS), making this technique well suited for interactive applications like games and virtual environments. Furthermore, we utilize OpenAL and EAX™ on Creative Sound Blaster Audigy 2™ cards for fast hardware-accelerated propagation modeling of the synthesized sound.