Computer graphics visualization for acoustic simulation
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Matrix computations (3rd ed.)
A beam tracing approach to acoustic modeling for interactive virtual environments
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
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Real-time acoustic modeling for distributed virtual environments
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Scanning physical interaction behavior of 3D objects
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Synthesizing sounds from physically based motion
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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
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Real Sound Synthesis for Interactive Applications
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Synthesizing sounds from rigid-body simulations
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DyRT: dynamic response textures for real time deformation simulation with graphics hardware
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Sound-by-numbers: motion-driven sound synthesis
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Real-time rendering of aerodynamic sound using sound textures based on computational fluid dynamics
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Local, deformable precomputed radiance transfer
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Faster acceleration noise for multibody animations using precomputed soundbanks
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Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Faster acceleration noise for multibody animations using precomputed soundbanks
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Wave-based sound propagation in large open scenes using an equivalent source formulation
ACM Transactions on Graphics (TOG)
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Simulating sounds produced by realistic vibrating objects is challenging because sound radiation involves complex diffraction and interreflection effects that are very perceptible and important. These wave phenomena are well understood, but have been largely ignored in computer graphics due to the high cost and complexity of computing them at audio rates.We describe a new algorithm for real-time synthesis of realistic sound radiation from rigid objects. We start by precomputing the linear vibration modes of an object, and then relate each mode to its sound pressure field, or acoustic transfer function, using standard methods from numerical acoustics. Each transfer function is then approximated to a specified accuracy using low-order multi-pole sources placed near the object. We provide a low-memory, multilevel, randomized algorithm for optimized source placement that is suitable for complex geometries. At runtime, we can simulate new interaction sounds by quickly summing contributions from each mode's equivalent multipole sources. We can efficiently simulate global effects such as interreflection and changes in sound due to listener location. The simulation costs can be dynamically traded-off for sound quality. We present several examples of sound generation from physically based animations.