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
Interactive sound synthesis for large scale environments
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Efficient and practical audio-visual rendering for games using crossmodal perception
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Bimodal perception of audio-visual material properties for virtual environments
ACM Transactions on Applied Perception (TAP)
Sound synthesis for impact sounds in video games
I3D '11 Symposium on Interactive 3D Graphics and Games
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Recorded sound clips have two main drawbacks. First, the sound generated is repetitive. Real sounds depend on how objects collide and where impact occurs, and prerecorded sound clips fail to capture such factors. Second, recording original sound clips for all the sound events in a virtual environment is a labor-intensive and tedious process. Physically based sound synthesis, on the other hand, can automatically capture the subtle shift of tone and timbre due to factors such as change in impact location, material property, and object geometry. The authors describe several techniques for accelerating sound simulation, thereby enabling realistic, physically based sound synthesis for large-scale virtual environments.