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RESound: interactive sound rendering for dynamic virtual environments

Published:19 October 2009Publication History

ABSTRACT

We present an interactive algorithm and system (RESound) for sound propagation and rendering in virtual environments and media applications. RESound uses geometric propagation techniques for fast computation of propagation paths from a source to a listener and takes into account specular reflections, diffuse reflections, and edge diffraction. In order to perform fast path computation, we use a unified ray-based representation to efficiently trace discrete rays as well as volumetric ray-frusta. RESound further improves sound quality by using statistical reverberation estimation techniques. We also present an interactive audio rendering algorithm to generate spatialized audio signals. The overall approach can render sound in dynamic scenes allowing source, listener, and obstacle motion. Moreover, our algorithm is relatively easy to parallelize on multi-core systems. We demonstrate its performance on complex game-like and architectural environments.

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Index Terms

  1. RESound: interactive sound rendering for dynamic virtual environments

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      Pierre Jouvelot

      Creating realistic virtual environments requires constant improvements to the synthesis of not only visual but also audio artifacts. RESound is an advanced interactive sound system that performs real-time simulation of sound propagation and rendering in configurations where the following parameters can be changed: acoustic space geometry, wall textures, and the sound emitters' and listeners' positions and speeds. The paper provides a synoptic description of the RESound software architecture. Sound propagation modeling takes into account the space where the sound source and the listener reside. RESound uses a geometric acoustics approach: propagation paths are computed using raytracing algorithms. Like light beams, sound paths generated at the source are modified by specular reflection on nondiffusive walls, diffraction around sharp objects, and diffusion by scattering on various materials. Since it is unrealistic to compute an exact propagation, this paper introduces reverberation approximations that use a statistical model for higher-order path alterations. RESound performs audio rendering by combining these sound paths to generate user audio signals, taking into account issues such as space changes, spatialization parameters, and the filtering introduced by the listener's own head. The paper ends with discussions of implementation details and how approximations used in RESound impact sound quality. This very interesting paper is easy to read. While it doesn't provide in-depth descriptions of the actual algorithms, it does thoroughly present a sophisticated physical audio synthesis pipeline that can be used for virtual reality environments and video games. Online Computing Reviews Service

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        cover image ACM Conferences
        MM '09: Proceedings of the 17th ACM international conference on Multimedia
        October 2009
        1202 pages
        ISBN:9781605586083
        DOI:10.1145/1631272

        Copyright © 2009 ACM

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        • Published: 19 October 2009

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